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9fb7c20daa
## 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. /🆑
142 lines
4.8 KiB
Plaintext
142 lines
4.8 KiB
Plaintext
/* Gifts
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* Contains:
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* Gifts
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*/
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/// Gifts to give to players, will contain a nice toy or other fun item for them to play with.
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/obj/item/gift
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name = "gift"
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desc = "PRESENTS!!!! eek!"
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icon = 'icons/obj/storage/wrapping.dmi'
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icon_state = "giftdeliverypackage3"
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inhand_icon_state = "gift"
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resistance_flags = FLAMMABLE
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/// What type of thing are we guaranteed to spawn in with?
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var/obj/item/contains_type = null
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/obj/item/gift/Initialize(mapload)
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. = ..()
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pixel_x = rand(-10,10)
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pixel_y = rand(-10,10)
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icon_state = "giftdeliverypackage[rand(1,5)]"
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if(isnull(contains_type))
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contains_type = get_gift_type()
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/obj/item/gift/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] peeks inside [src] and cries [user.p_them()]self to death! It looks like [user.p_they()] [user.p_were()] on the naughty list..."))
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return BRUTELOSS
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/obj/item/gift/examine(mob/user)
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. = ..()
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if(HAS_MIND_TRAIT(user, TRAIT_PRESENT_VISION) || isobserver(user))
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. += span_notice("It contains \a [initial(contains_type.name)].")
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/obj/item/gift/attack_self(mob/user)
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if(HAS_MIND_TRAIT(user, TRAIT_CANNOT_OPEN_PRESENTS))
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to_chat(user, span_warning("You're supposed to be spreading gifts, not opening them yourself!"))
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return
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moveToNullspace()
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var/obj/item/thing = new contains_type(get_turf(user))
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if (QDELETED(thing)) //might contain something like metal rods that might merge with a stack on the ground
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user.visible_message(span_danger("Oh no! The present that [user] opened had nothing inside it!"))
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else
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user.visible_message(span_notice("[user] unwraps \the [src], finding \a [thing] inside!"))
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user.investigate_log("has unwrapped a present containing [thing.type].", INVESTIGATE_PRESENTS)
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user.put_in_hands(thing)
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thing.add_fingerprint(user)
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qdel(src)
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/obj/item/gift/proc/get_gift_type()
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var/static/list/gift_type_list = null
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if(isnull(gift_type_list))
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gift_type_list = list(
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/obj/item/banhammer,
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/obj/item/bikehorn,
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/obj/item/book/manual/chef_recipes,
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/obj/item/book/manual/wiki/barman_recipes,
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/obj/item/clothing/head/costume/snowman,
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/obj/item/clothing/neck/tie/horrible,
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/obj/item/clothing/suit/costume/poncho,
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/obj/item/clothing/suit/costume/poncho/green,
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/obj/item/clothing/suit/costume/poncho/red,
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/obj/item/clothing/suit/costume/snowman,
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/obj/item/clothing/suit/jacket/leather,
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/obj/item/clothing/suit/jacket/leather/biker,
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/obj/item/food/grown/ambrosia/deus,
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/obj/item/food/grown/ambrosia/vulgaris,
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/obj/item/grenade/smokebomb,
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/obj/item/grown/corncob,
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/obj/item/instrument/guitar,
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/obj/item/instrument/violin,
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/obj/item/lipstick/random,
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/obj/item/pai_card,
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/obj/item/pen/invisible,
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/obj/item/pickaxe/diamond,
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/obj/item/poster/random_contraband,
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/obj/item/poster/random_official,
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/obj/item/soap/deluxe,
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/obj/item/sord,
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/obj/item/stack/sheet/mineral/coal,
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/obj/item/storage/backpack/holding,
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/obj/item/storage/belt/champion,
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/obj/item/storage/belt/utility/full,
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/obj/item/storage/box/snappops,
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/obj/item/storage/crayons,
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/obj/item/storage/photo_album,
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/obj/item/storage/wallet,
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/obj/item/toy/basketball,
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/obj/item/toy/beach_ball,
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)
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gift_type_list += subtypesof(/obj/item/clothing/head/collectable)
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//Add all toys, except for abstract types and syndicate cards.
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gift_type_list += subtypesof(/obj/item/toy) - (((typesof(/obj/item/toy/cards) - /obj/item/toy/cards/deck) + /obj/item/toy/figure + /obj/item/toy/ammo))
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var/gift_type = pick(gift_type_list)
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return gift_type
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/// Gifts that typically only very OP stuff or admins or Santa Claus himself should be giving out, as they contain ANY valid subtype of `/obj/item`, including stuff like instagib rifles. Wow!
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/obj/item/gift/anything
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name = "christmas gift"
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desc = "It could be anything!"
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/// Weak reference to who this gift is for and who can open it, if that's nobody then anyone can
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var/datum/weakref/recipient_ref = null
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/obj/item/gift/anything/get_gift_type()
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var/static/list/obj/item/possible_gifts = null
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if(isnull(possible_gifts))
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possible_gifts = get_sane_item_types(/obj/item)
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var/gift_type = pick(possible_gifts)
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return gift_type
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/obj/item/gift/anything/attack_self(mob/user)
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if (isnull(recipient_ref))
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return ..()
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var/datum/mind/recipient = recipient_ref.resolve()
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if(recipient && recipient != user?.mind)
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to_chat(user, span_notice("This gift isn't for you, and you don't want to get on Santa's bad side!"))
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return FALSE
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return ..()
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/// Assign the mind of someone as the person this gift is for
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/obj/item/gift/anything/proc/assign_recipient(datum/mind/recipient)
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if (ismob(recipient)) // You're presumably at this point because you are an admin who fucked up but I will save you
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var/mob/recipient_mob = recipient
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recipient = recipient_mob.mind
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if (isnull(recipient))
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return
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name = "[initial(name)] for [recipient.name] ([recipient.assigned_role.title])"
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recipient_ref = WEAKREF(recipient)
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