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Jacquerel 9fb7c20daa Cargo can buy more presents at Christmas time (#94251)
## About The Pull Request

Last Christmas we had and resolved this bug #88595 where via the
mechanic of buying random trash, Cargo could roll on the roulette to try
and get random Christmas presents and open them for random items.
This was removed because it's not supposed to work that way and was a
way of exploiting Christmas cheer for personal gain, which is grinchsome
behaviour.

That said, being able to order Christmas presents is also kind of
soulful, so this PR brings that mechanic back but on purpose this time.

During the Christmas season _only_, Cargo can spend 3000 credits of
their budget to order a "Surplus Christmas Gifts" crate which contains
4-6 presents _with pre-assigned recipients_.
In a similar system to addressed mail, only the person written on the
gift tag can open the present, so unless you're sufficiently scroogeous
to collect a huge pile of presents on the cargo room floor in hopes of
getting a couple with your name on (in my testing these contained raw
unbaked croissant dough, and a piece of paper from a space ruin) you
should mostly be using this to deliver generalised holiday cheer to the
crew rather than just yourself.



This PR also contains (maybe as more lines than the actual feature) a
refactor changing a bunch of boolean vars on `/datum/supply_pack` into
bitflags, because I needed to add one more and it seemed silly to have
so many booleans.

## Why It's Good For The Game

It allows those with the yuletide spirit to deliver some christmas cheer
to their fellow man, isn't that the season's reason?

## Changelog

🆑
add: When the game considers it to be Christmas, Cargo can order
additional Christmas gifts pre-addressed to random crew members.
/🆑
2025-12-12 02:10:31 +11:00

200 lines
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GLOBAL_LIST_INIT(adventure_loot_generator_index,generate_generator_index())
/// Creates generator__id => type map.
/proc/generate_generator_index()
. = list()
for(var/type in typesof(/datum/adventure_loot_generator))
var/datum/adventure_loot_generator/generator = type
if(!initial(generator.id))
continue
.[initial(generator.id)] = type
/// Adventure loot category identified by ID
/datum/adventure_loot_generator
var/id
/datum/adventure_loot_generator/proc/generate()
return
/// Helper to transfer loot while respecting cargo space
/datum/adventure_loot_generator/proc/transfer_loot(obj/item/exodrone/drone)
for(var/obj/loot in generate())
drone.try_transfer(loot)
/// Uses manintenance loot generators
/datum/adventure_loot_generator/maintenance
id = "maint"
var/amount = 1
/datum/adventure_loot_generator/maintenance/generate()
var/list/all_loot = list()
for(var/i in 1 to amount)
var/lootspawn = pick_weight(GLOB.maintenance_loot)
while(islist(lootspawn))
lootspawn = pick_weight(lootspawn)
var/atom/movable/loot = new lootspawn()
all_loot += loot
return all_loot
/// Unlocks special cargo crates
/datum/adventure_loot_generator/cargo
id = "trade_contract"
var/static/list/unlockable_packs = list(/datum/supply_pack/exploration/scrapyard,/datum/supply_pack/exploration/catering,/datum/supply_pack/exploration/shrubbery)
/datum/adventure_loot_generator/cargo/generate()
var/list/still_locked_packs = list()
for(var/pack_type in unlockable_packs)
var/datum/supply_pack/pack_singleton = SSshuttle.supply_packs[pack_type]
if(!(pack_singleton.order_flags & ORDER_SPECIAL_ENABLED))
still_locked_packs += pack_type
if(!length(still_locked_packs)) // Just give out some cash instead.
var/datum/adventure_loot_generator/simple/cash/replacement = new
return replacement.generate()
var/chosen_pack_type = pick(still_locked_packs)
return list(new /obj/item/trade_chip(null, chosen_pack_type))
/// Just picks and instatiates the path from the list
/datum/adventure_loot_generator/simple
var/loot_list
/datum/adventure_loot_generator/simple/generate()
var/loot_type = pick(loot_list)
return list(new loot_type())
/// Unique exploration-only rewards - this is contextless
/datum/adventure_loot_generator/simple/unique
id = "unique"
loot_list = list(/obj/item/clothing/glasses/geist_gazers,/obj/item/clothing/glasses/psych,/obj/item/firelance)
/// Valuables
/datum/adventure_loot_generator/simple/cash
id = "cash"
loot_list = list(/obj/item/storage/bag/money,/obj/item/antique,/obj/item/stack/spacecash/c1000,/obj/item/holochip/thousand)
/// Drugs
/datum/adventure_loot_generator/simple/drugs
id = "drugs"
loot_list = list(/obj/item/storage/pill_bottle/happy,/obj/item/storage/pill_bottle/lsd,/obj/item/storage/pill_bottle/penacid,/obj/item/storage/pill_bottle/stimulant)
/// Rare minerals/materials
/datum/adventure_loot_generator/simple/materials
id = "materials"
loot_list = list(/obj/item/stack/sheet/iron/fifty,/obj/item/stack/sheet/plasteel/twenty)
/// Assorted weaponry
/datum/adventure_loot_generator/simple/weapons
id = "weapons"
loot_list = list(/obj/item/gun/energy/laser,/obj/item/melee/baton/security/loaded)
/// Rare fish! Of the syndicate variety
/datum/adventure_loot_generator/simple/syndicate_fish
id = "syndicate_fish"
loot_list = list(/obj/item/storage/fish_case/syndicate)
/// Pets and pet accesories in carriers
/datum/adventure_loot_generator/pet
id = "pets"
var/carrier_type = /obj/item/pet_carrier/biopod
var/list/possible_pets = list(
/mob/living/basic/pet/cat/space,
/mob/living/basic/pet/dog/corgi,
/mob/living/basic/pet/dog/pug,
/mob/living/basic/pet/penguin/baby,
)
/datum/adventure_loot_generator/pet/generate()
var/obj/item/pet_carrier/carrier = new carrier_type()
var/chosen_pet_type = pick(possible_pets)
var/mob/living/basic/pet/pet = new chosen_pet_type()
carrier.add_occupant(pet)
return list(carrier)
/obj/item/antique
name = "antique"
desc = "Valuable and completely incomprehensible."
icon = 'icons/obj/exploration.dmi'
icon_state = "antique"
/// Supply pack unlocker chip
/obj/item/trade_chip
name = "trade contract chip"
desc = "Uses the station's cargo network to contact a black market supplier, allowing the purchase of a new crate type at cargo console."
icon = 'icons/obj/exploration.dmi'
icon_state = "trade_chip"
/// Supply pack type enabled by this chip
var/unlocked_pack_type
/obj/item/trade_chip/Initialize(mapload, pack_type)
. = ..()
if(pack_type)
unlocked_pack_type = pack_type
var/datum/supply_pack/typed_pack_type = pack_type
name += "- [initial(typed_pack_type.name)]"
/obj/item/trade_chip/proc/try_to_unlock_contract(mob/user)
var/datum/supply_pack/pack_singleton = SSshuttle.supply_packs[unlocked_pack_type]
if(!unlocked_pack_type || !pack_singleton || !(pack_singleton.order_flags & ORDER_SPECIAL))
to_chat(user,span_danger("This chip is invalid!"))
return
pack_singleton.order_flags |= ORDER_SPECIAL_ENABLED
to_chat(user,span_notice("Contract accepted into nanotrasen supply database."))
qdel(src)
/// Two handed fire lance. Melts wall after short windup.
/obj/item/firelance
name = "fire lance"
desc = "Melts everything in front of you. Takes a while to start and operate."
icon = 'icons/obj/exploration.dmi'
icon_state = "firelance"
inhand_icon_state = "firelance"
righthand_file = 'icons/mob/inhands/items/firelance_righthand.dmi'
lefthand_file = 'icons/mob/inhands/items/firelance_lefthand.dmi'
var/windup_time = 10 SECONDS
var/melt_range = 3
var/obj/item/stock_parts/power_store/cell
/obj/item/firelance/Initialize(mapload)
. = ..()
cell = new /obj/item/stock_parts/power_store/cell(src)
AddComponent(/datum/component/two_handed)
/obj/item/firelance/attack(mob/living/M, mob/living/user, list/modifiers, list/attack_modifiers)
if(!user.combat_mode)
return
. = ..()
/obj/item/firelance/get_cell()
return cell
/obj/item/firelance/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
. = ITEM_INTERACT_BLOCKING
if(!HAS_TRAIT(src, TRAIT_WIELDED))
to_chat(user, span_notice("You need to wield [src] in two hands before you can fire it."))
return .
if(LAZYACCESS(user.do_afters, "firelance"))
return .
if(!cell.use(0.2 * STANDARD_CELL_CHARGE))
to_chat(user,span_warning("[src]'s battery ran dry!"))
return .
ADD_TRAIT(user, TRAIT_IMMOBILIZED, REF(src))
to_chat(user,span_notice("You begin to charge [src]..."))
inhand_icon_state = "firelance_charging"
user.update_held_items()
if(do_after(user,windup_time,interaction_key="firelance",extra_checks = CALLBACK(src, PROC_REF(windup_checks))))
var/turf/start_turf = get_turf(user)
var/turf/last_turf = get_ranged_target_turf(start_turf,user.dir,melt_range)
start_turf.Beam(last_turf,icon_state="solar_beam",time=1 SECONDS)
for(var/turf/turf_to_melt in get_line(start_turf,last_turf))
if(turf_to_melt.density)
turf_to_melt.Melt()
. = ITEM_INTERACT_SUCCESS
inhand_icon_state = initial(inhand_icon_state)
user.update_held_items()
REMOVE_TRAIT(user, TRAIT_IMMOBILIZED, REF(src))
return .
/// Additional windup checks
/obj/item/firelance/proc/windup_checks()
return HAS_TRAIT(src,TRAIT_WIELDED)