Files
Bubberstation/code/game/objects/items/gift.dm
SkyratBot 3d42235690 [MIRROR] Patches Up Gifts In Anticipation Of The Holidays [MDB IGNORE] (#25383)
* Patches Up Gifts In Anticipation Of The Holidays (#80035)

## About The Pull Request

I decided to look at why everyone loves (and I despise) Christmas too
much, and was met with a lot of smelly code. In fact, some of it was
completely busted! Let's fix several things.

* We no longer use a GLOB for "every possible item you can cram into a
gift box", we now use static lists scoped to the proc. That saves us
some pollution for something that really didn't need it (and only was
set up that way for cacheing I believe). We also static-cache stuff that
we weren't doing previously, to save even more work (in anticipation for
entropic heat death of universe).
* Repaths `/obj/item/a_gift` to `/obj/item/gift`. I never liked the old
path and this new one is cleaner. This also uncovered a bug.
* Mappers would var-edit gifts to have a unique mapped-in type, but the
code never respected this. I fixed it so the behavior should now respect
that rather than override the variable on Initialize(). Now the goat
plushie gift will always have said goat plushie rather than just any
toy.
* Procs should now have the proper arg nomenclature.
* Also just cleans up a lot of single letter variables and the like.
There was some cooked shit that's now alphabetized and nicely
multilined.
## Why It's Good For The Game

Ho ho ho.
## Changelog
🆑
fix: Some mapped-in gifts that were supposed to guarantee a certain gift
weren't spawning that exact gift type, this has been patched to reflect
the mapper's intent.
/🆑

* Patches Up Gifts In Anticipation Of The Holidays

* Update flora.dm

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-03 06:41:03 +00:00

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/* Gifts
* Contains:
* Gifts
*/
/// Gifts to give to players, will contain a nice toy or other fun item for them to play with.
/obj/item/gift
name = "gift"
desc = "PRESENTS!!!! eek!"
icon = 'icons/obj/storage/wrapping.dmi'
icon_state = "giftdeliverypackage3"
inhand_icon_state = "gift"
resistance_flags = FLAMMABLE
/// What type of thing are we guaranteed to spawn in with?
var/obj/item/contains_type = null
/obj/item/gift/Initialize(mapload)
. = ..()
pixel_x = rand(-10,10)
pixel_y = rand(-10,10)
icon_state = "giftdeliverypackage[rand(1,5)]"
if(isnull(contains_type))
contains_type = get_gift_type()
/obj/item/gift/suicide_act(mob/living/user)
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..."))
return BRUTELOSS
/obj/item/gift/examine(mob/user)
. = ..()
if(HAS_MIND_TRAIT(user, TRAIT_PRESENT_VISION) || isobserver(user))
. += span_notice("It contains \a [initial(contains_type.name)].")
/obj/item/gift/attack_self(mob/user)
if(HAS_MIND_TRAIT(user, TRAIT_CANNOT_OPEN_PRESENTS))
to_chat(user, span_warning("You're supposed to be spreading gifts, not opening them yourself!"))
return
moveToNullspace()
var/obj/item/thing = new contains_type(get_turf(user))
if (QDELETED(thing)) //might contain something like metal rods that might merge with a stack on the ground
user.visible_message(span_danger("Oh no! The present that [user] opened had nothing inside it!"))
else
user.visible_message(span_notice("[user] unwraps \the [src], finding \a [thing] inside!"))
user.investigate_log("has unwrapped a present containing [thing.type].", INVESTIGATE_PRESENTS)
user.put_in_hands(thing)
thing.add_fingerprint(user)
qdel(src)
/obj/item/gift/proc/get_gift_type()
var/static/list/gift_type_list = null
if(isnull(gift_type_list))
gift_type_list = list(
/obj/item/banhammer,
/obj/item/bikehorn,
/obj/item/book/manual/chef_recipes,
/obj/item/book/manual/wiki/barman_recipes,
/obj/item/clothing/head/costume/snowman,
/obj/item/clothing/neck/tie/horrible,
/obj/item/clothing/suit/costume/poncho,
/obj/item/clothing/suit/costume/poncho/green,
/obj/item/clothing/suit/costume/poncho/red,
/obj/item/clothing/suit/costume/snowman,
/obj/item/clothing/suit/jacket/leather,
/obj/item/clothing/suit/jacket/leather/biker,
/obj/item/food/grown/ambrosia/deus,
/obj/item/food/grown/ambrosia/vulgaris,
/obj/item/grenade/smokebomb,
/obj/item/grown/corncob,
/obj/item/instrument/guitar,
/obj/item/instrument/violin,
/obj/item/lipstick/random,
/obj/item/pai_card,
/obj/item/pen/invisible,
/obj/item/pickaxe/diamond,
/obj/item/poster/random_contraband,
/obj/item/poster/random_official,
/obj/item/soap/deluxe,
/obj/item/sord,
/obj/item/stack/sheet/mineral/coal,
/obj/item/storage/backpack/holding,
/obj/item/storage/belt/champion,
/obj/item/storage/belt/utility/full,
/obj/item/storage/box/snappops,
/obj/item/storage/crayons,
/obj/item/storage/photo_album,
/obj/item/storage/wallet,
/obj/item/toy/basketball,
/obj/item/toy/beach_ball,
)
gift_type_list += subtypesof(/obj/item/clothing/head/collectable)
//Add all toys, except for abstract types and syndicate cards.
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))
var/gift_type = pick(gift_type_list)
return gift_type
/// 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!
/obj/item/gift/anything
name = "christmas gift"
desc = "It could be anything!"
/obj/item/gift/anything/get_gift_type()
var/static/list/obj/item/possible_gifts = null
if(isnull(possible_gifts))
possible_gifts = list()
for(var/type in subtypesof(/obj/item))
var/obj/item/thing = type
if(!initial(thing.icon_state) || !initial(thing.inhand_icon_state) || (initial(thing.item_flags) & ABSTRACT))
continue
possible_gifts += type
var/gift_type = pick(possible_gifts)
return gift_type