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FalloutFalconandGitHub d2f34e33be 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.
/🆑
2025-09-13 00:36:15 +02:00

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// **********************
// Other harvested materials from plants (that are not food)
// **********************
/obj/item/grown // Grown weapons
name = "grown_weapon"
icon = 'icons/obj/service/hydroponics/harvest.dmi'
worn_icon = 'icons/mob/clothing/head/hydroponics.dmi'
abstract_type = /obj/item/grown
resistance_flags = FLAMMABLE
var/obj/item/seeds/seed = null // type path, gets converted to item on New(). It's safe to assume it's always a seed item.
/// Should we pixel offset ourselves at init? for mapping
var/offset_at_init = TRUE
/// The reagent this plant distill to. If NULL, it uses a generic fruit_wine reagent and adjusts its variables.
var/distill_reagent
// This may look like it's doing nothing but it's necessary, we do this to have kwargs work in New (for passing into Initialize)
/obj/item/grown/New(loc, obj/item/seeds/new_seed)
return ..()
/obj/item/grown/Initialize(mapload, obj/item/seeds/new_seed)
. = ..()
create_reagents(100)
if(istype(new_seed))
seed = new_seed.Copy()
else if(ispath(seed))
// This is for adminspawn or map-placed growns. They get the default stats of their seed type.
seed = new seed()
seed.adjust_potency(50-seed.potency)
if(offset_at_init)
pixel_x = base_pixel_x + rand(-5, 5)
pixel_y = base_pixel_y + rand(-5, 5)
if(seed)
// Go through all traits in their genes and call on_new_plant from them.
for(var/datum/plant_gene/trait/trait in seed.genes)
trait.on_new_plant(src, loc)
if(istype(src, seed.product)) // no adding reagents if it is just a trash item
seed.prepare_result(src)
transform *= TRANSFORM_USING_VARIABLE(seed.potency, 100) + 0.5
add_juice()
/obj/item/grown/Destroy()
if(isatom(seed))
QDEL_NULL(seed)
return ..()
/obj/item/grown/proc/add_juice()
if(reagents)
return TRUE
return FALSE
/obj/item/grown/on_grind()
. = ..()
for(var/i in 1 to grind_results.len)
grind_results[grind_results[i]] = round(seed.potency)