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d2f34e33be
## 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. /🆑
78 lines
3.7 KiB
Plaintext
78 lines
3.7 KiB
Plaintext
/obj/item/clothing/head
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name = BODY_ZONE_HEAD
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icon = 'icons/obj/clothing/head/default.dmi'
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worn_icon = 'icons/mob/clothing/head/default.dmi'
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lefthand_file = 'icons/mob/inhands/clothing/hats_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/clothing/hats_righthand.dmi'
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abstract_type = /obj/item/clothing/head
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body_parts_covered = HEAD
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slot_flags = ITEM_SLOT_HEAD
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///Special throw_impact for hats to frisbee hats at people to place them on their heads/attempt to de-hat them.
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/obj/item/clothing/head/throw_impact(atom/hit_atom, datum/thrownthing/thrownthing)
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. = ..()
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///if the thrown object's target zone isn't the head
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if(thrownthing.target_zone != BODY_ZONE_HEAD)
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return
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///ignore any hats with the tinfoil counter-measure enabled
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if(clothing_flags & ANTI_TINFOIL_MANEUVER)
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return
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///if the hat happens to be capable of holding contents and has something in it. mostly to prevent super cheesy stuff like stuffing a mini-bomb in a hat and throwing it
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if(LAZYLEN(contents))
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return
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if(iscarbon(hit_atom))
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var/mob/living/carbon/H = hit_atom
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if(istype(H.head, /obj/item))
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var/obj/item/WH = H.head
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///check if the item has NODROP
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if(HAS_TRAIT(WH, TRAIT_NODROP))
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H.visible_message(span_warning("[src] bounces off [H]'s [WH.name]!"), span_warning("[src] bounces off your [WH.name], falling to the floor."))
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return
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///check if the item is an actual clothing head item, since some non-clothing items can be worn
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if(istype(WH, /obj/item/clothing/head))
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var/obj/item/clothing/head/WHH = WH
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///SNUG_FIT hats are immune to being knocked off
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if(WHH.clothing_flags & SNUG_FIT)
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H.visible_message(span_warning("[src] bounces off [H]'s [WHH.name]!"), span_warning("[src] bounces off your [WHH.name], falling to the floor."))
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return
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///if the hat manages to knock something off
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if(H.dropItemToGround(WH))
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H.visible_message(span_warning("[src] knocks [WH] off [H]'s head!"), span_warning("[WH] is suddenly knocked off your head by [src]!"))
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if(H.equip_to_slot_if_possible(src, ITEM_SLOT_HEAD, 0, 1, 1))
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H.visible_message(span_notice("[src] lands neatly on [H]'s head!"), span_notice("[src] lands perfectly onto your head!"))
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H.update_held_items() //force update hands to prevent ghost sprites appearing when throw mode is on
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return
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if(iscyborg(hit_atom))
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var/mob/living/silicon/robot/R = hit_atom
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var/obj/item/worn_hat = R.hat
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if(worn_hat && HAS_TRAIT(worn_hat, TRAIT_NODROP))
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R.visible_message(span_warning("[src] bounces off [worn_hat], without an effect!"), span_warning("[src] bounces off your mighty [worn_hat.name], falling to the floor in defeat."))
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return
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if(is_type_in_typecache(src, GLOB.blacklisted_borg_hats))//hats in the borg's blacklist bounce off
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R.visible_message(span_warning("[src] bounces off [R]!"), span_warning("[src] bounces off you, falling to the floor."))
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return
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else
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R.visible_message(span_notice("[src] lands neatly on top of [R]!"), span_notice("[src] lands perfectly on top of you."))
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R.place_on_head(src) //hats aren't designed to snugly fit borg heads or w/e so they'll always manage to knock eachother off
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/obj/item/clothing/head/worn_overlays(mutable_appearance/standing, isinhands = FALSE)
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. = ..()
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if(isinhands)
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return
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
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/obj/item/clothing/head/separate_worn_overlays(mutable_appearance/standing, mutable_appearance/draw_target, isinhands, icon_file)
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. = ..()
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if (isinhands)
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return
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var/blood_overlay = get_blood_overlay("helmet")
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if (blood_overlay)
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. += blood_overlay
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/obj/item/clothing/head/update_clothes_damaged_state(damaged_state = CLOTHING_DAMAGED)
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..()
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if(ismob(loc))
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var/mob/M = loc
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M.update_worn_head()
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