////////////////////////////////////// // GEAR DISPENSER UNIT /////////////// ////////////////////////////////////// #define GD_BUSY 1 // the dispenser is busy. #define GD_ONEITEM 2 // only one type of suit comes out of this dispenser. #define GD_NOGREED 4 // no-one is allowed more than one item from this TYPE of dispenser unless emagged #define GD_UNLIMITED 8 // will not deplete amount when gear is taken var/list/dispenser_presets = list() // Standard generic item list /datum/gear_disp var/name = "gear" var/list/to_spawn var/amount = 0 var/list/req_one_access /datum/gear_disp/proc/allowed(var/mob/living/carbon/human/user) if(LAZYLEN(req_one_access)) var/accesses = user.GetAccess() return has_access(null, req_one_access, accesses) return 1 /datum/gear_disp/proc/spawn_gear(var/turf/T, var/mob/living/carbon/human/user) var/list/spawned = list() for(var/O in to_spawn) spawned += new O(T) return spawned // For fluff/custom items /datum/gear_disp/custom name = "custom" // Can do either/or of these var/ckey_allowed var/character_allowed /datum/gear_disp/custom/allowed(var/mob/living/carbon/human/user) if(ckey_allowed && user.ckey != ckey_allowed) return 0 if(character_allowed && user.real_name != character_allowed) return 0 return ..() /datum/gear_disp/trash name = "???" to_spawn = list(/obj/random/trash) amount = 50 // Voidsuits can have bits jammed onto them /datum/gear_disp/voidsuit //var/list/to_spawn // Put other stuff that ISN'T one of the below var/voidsuit_type var/voidhelmet_type var/magboots_type var/life_support = TRUE // try to spawn a tank or suit cooler var/refit = TRUE // should we adapt this to the user's species /datum/gear_disp/voidsuit/spawn_gear(var/turf/T, var/mob/living/carbon/human/user) ASSERT(voidsuit_type) . = ..() if(voidsuit_type && !ispath(voidsuit_type, /obj/item/clothing/suit/space/void)) error("[src] can't spawn type [voidsuit_type] as a voidsuit") return if(voidhelmet_type && !ispath(voidhelmet_type, /obj/item/clothing/head/helmet/space/void)) error("[src] can't spawn type [voidsuit_type] as a voidhelmet") return if(magboots_type && !ispath(magboots_type, /obj/item/clothing/shoes/magboots)) error("[src] can't spawn type [magboots_type] as magboots") return var/obj/item/clothing/suit/space/void/voidsuit var/obj/item/clothing/head/helmet/space/void/voidhelmet var/obj/item/clothing/shoes/magboots/magboots var/spawned = list() voidsuit = new voidsuit_type(T) spawned += voidsuit // If we're supposed to make a helmet if(voidhelmet_type) // The coder may not have realized this type spawns its own helmet if(voidsuit.helmet) error("[src] created a voidsuit [voidsuit] and wants to add a helmet but it already has one") else voidhelmet = new voidhelmet_type(voidsuit) voidsuit.helmet = voidhelmet spawned += voidhelmet // If we're supposed to make boots if(magboots_type) // The coder may not have realized thist ype spawns its own boots if(voidsuit.boots) error("[src] created a voidsuit [voidsuit] and wants to add a helmet but it already has one") else magboots = new magboots_type(voidsuit) voidsuit.boots = magboots spawned += magboots if(refit) voidsuit.refit_for_species(user.species?.get_bodytype()) // does helmet and boots if they're attached if(life_support) if(user.isSynthetic()) if(voidsuit.cooler) error("[src] created a voidsuit [voidsuit] and wants to add a suit cooler but it already has one") else var/obj/item/life_support = new /obj/item/suit_cooling_unit(voidsuit) voidsuit.cooler = life_support spawned += life_support else if(user.species?.breath_type) if(voidsuit.tank) error("[src] created a voidsuit [voidsuit] and wants to add a tank but it already has one") else //Create a tank (if such a thing exists for this species) var/tanktext = "/obj/item/tank/" + "[user.species?.breath_type]" var/obj/item/tank/tankpath = text2path(tanktext) if(tankpath) var/obj/item/life_support = new tankpath(voidsuit) voidsuit.tank = life_support spawned += life_support else voidsuit.audible_message("Dispenser warning: Unable to locate suitable airtank for user.") . += spawned // For fluff/custom voidsuits /datum/gear_disp/voidsuit/custom name = "custom voidsuit" // Can do either/or of these var/ckey_allowed var/character_allowed /datum/gear_disp/voidsuit/custom/allowed(var/mob/living/carbon/human/user) if(ckey_allowed && user.ckey != ckey_allowed) return 0 if(character_allowed && user.real_name != character_allowed) return 0 return ..() // The dispenser itself /obj/machinery/gear_dispenser name = "gear dispenser" desc = "An industrial U-Tak-It Dispenser unit designed to fetch all kinds of equipment." icon = 'icons/obj/suitdispenser.dmi' icon_state = "geardispenser" anchored = 1 density = 1 var/list/dispenses = list(/datum/gear_disp/trash) // put your gear datums here! var/datum/gear_disp/one_setting var/global/list/gear_distributed_to = list() var/dispenser_flags = GD_NOGREED|GD_UNLIMITED //req_one_access = list(whatever) // Note that each gear datum can have access, too. /obj/machinery/gear_dispenser/custom/emag_act(remaining_charges, mob/user, emag_source) to_chat(user, span_warning("Your moral standards prevent you from emagging this machine!")) return -1 // Letting people emag this one would be bad times /obj/machinery/gear_dispenser/Initialize(mapload) . = ..() if(!gear_distributed_to["[type]"] && (dispenser_flags & GD_NOGREED)) gear_distributed_to["[type]"] = list() var/list/real_gear_list = list() for(var/gear in dispenses) var/datum/gear_disp/S = new gear real_gear_list[S.name] = S if(one_setting) one_setting = new one_setting dispenses = real_gear_list /obj/machinery/gear_dispenser/attack_hand(var/mob/living/carbon/human/user) if(!can_use(user)) return dispenser_flags |= GD_BUSY if(!(dispenser_flags & GD_ONEITEM)) var/list/gear_list = get_gear_list(user) if(!LAZYLEN(gear_list)) to_chat(user, span_warning("\The [src] doesn't have anything to dispense for you!")) dispenser_flags &= ~GD_BUSY return var/choice = tgui_input_list(user, "Select equipment to dispense.", "Equipment Dispenser", gear_list) if(!choice) dispenser_flags &= ~GD_BUSY return dispense(gear_list[choice],user) else dispense(one_setting,user) /obj/machinery/gear_dispenser/proc/can_use(var/mob/living/carbon/human/user) var/list/used_by = gear_distributed_to["[type]"] if(!istype(user)) to_chat(user,span_warning("You can't use this!")) return 0 if((dispenser_flags & GD_BUSY)) to_chat(user,span_warning("Someone else is using this!")) return 0 if((dispenser_flags & GD_ONEITEM) && !(dispenser_flags & GD_UNLIMITED) && !one_setting.amount) to_chat(user,span_warning("There's nothing in here!")) return 0 if ((dispenser_flags & GD_NOGREED) && (user in used_by) && !emagged) to_chat(user,span_warning("You've already picked up your gear!")) playsound(src, 'sound/machines/buzz-sigh.ogg', 50, 0) return 0 if(emagged) audible_message("!'^&YouVE alreaDY pIC&$!Ked UP yOU%r Ge^!ar.") playsound(src, 'sound/machines/buzz-sigh.ogg', 100, 0) return 1 // And finally if(allowed(user)) return 1 else to_chat(user,span_warning("Your access is rejected!")) playsound(src, 'sound/machines/buzz-sigh.ogg', 100, 0) return 0 /obj/machinery/gear_dispenser/proc/get_gear_list(var/mob/living/carbon/human/user) if(emagged) return dispenses var/list/choices = list() for(var/choice in dispenses) var/datum/gear_disp/G = dispenses[choice] if(G.allowed(user)) choices[choice] = G return choices /obj/machinery/gear_dispenser/proc/dispense(var/datum/gear_disp/S,var/mob/living/carbon/human/user,var/greet=TRUE) if(!S.amount && !(dispenser_flags & GD_UNLIMITED)) to_chat(user,span_warning("There are no more [S.name]s left!")) dispenser_flags &= ~GD_BUSY return 1 else if(!(dispenser_flags & GD_UNLIMITED)) S.amount-- if((dispenser_flags & GD_NOGREED) && !emagged) gear_distributed_to["[type]"] |= user flick("[icon_state]-scan",src) visible_message("\The [src] scans its user.", runemessage = "hums") sleep(30) flick("[icon_state]-dispense",src) dispenser_flags |= GD_BUSY sleep(15) dispenser_flags &= ~GD_BUSY var/turf/T = get_turf(src) if(!(S && T)) // in case we got destroyed while we slept return 1 S.spawn_gear(T, user) if(emagged) emagged = FALSE if(greet && user && !user.stat) // in case we got destroyed while we slept to_chat(user,span_notice("[S.name] dispensing processed. Have a good day.")) /obj/machinery/gear_dispenser/proc/fit_for(var/obj/item/clothing/C, var/mob/living/carbon/human/H) if(!istype(C)) error("Suit dispenser thought [C] was a clothing item") return C.refit_for_species(H.species?.get_bodytype()) if(istype(C, /obj/item/clothing/suit/space/void)) var/obj/item/clothing/suit/space/void/V = C V.helmet?.refit_for_species(H.species?.get_bodytype()) /obj/machinery/gear_dispenser/emag_act(remaining_charges, mob/user, emag_source) . = ..() if(!emagged) emagged = TRUE visible_message(span_warning("\The [user] slides a weird looking ID into \the [src]!"),span_warning("You temporarily short the safety mechanisms.")) return 1 // Just a different sprite /obj/machinery/gear_dispenser/suit name = "suit dispenser" desc = "An industrial U-Tak-It Dispenser unit designed to fetch all kinds of space suits." icon_state = "suitdispenser2" /obj/machinery/gear_dispenser/suit_old name = "duit dispenser" desc = "An industrial U-Tak-It Dispenser unit designed to fetch all kinds of space suits. An older model." icon_state = "suitdispenser" // For fluff/custom items /obj/machinery/gear_dispenser/custom name = "personal gear dispenser" /obj/machinery/gear_dispenser/custom/Initialize(mapload) dispenses = subtypesof(/datum/gear_disp/custom) . = ..() ////////////////////////////// ERT SUIT DISPENSERS /////////////////////////// // Non-sealed armor /datum/gear_disp/ert/security_armor name = "Security (Armor)" to_spawn = list(/obj/item/clothing/suit/armor/vest/ert/security,/obj/item/clothing/head/helmet/ert/security) /datum/gear_disp/ert/medical_armor name = "Medical (Armor)" to_spawn = list(/obj/item/clothing/suit/armor/vest/ert/medical,/obj/item/clothing/head/helmet/ert/medical) /datum/gear_disp/ert/engineer_armor name = "Engineering (Armor)" to_spawn = list(/obj/item/clothing/suit/armor/vest/ert/engineer,/obj/item/clothing/head/helmet/ert/engineer) /* /datum/gear_disp/ert/commander_armor name = "Commander (Armor)" to_spawn = list(/obj/item/clothing/suit/armor/vest/ert/command,/obj/item/clothing/head/helmet/ert/command) amount = 1 */ // Voidsuit versions /datum/gear_disp/voidsuit/ert/security_void name = "Security (Voidsuit)" voidsuit_type = /obj/item/clothing/suit/space/void/responseteam/security refit = TRUE magboots_type = /obj/item/clothing/shoes/magboots/adv /datum/gear_disp/voidsuit/ert/medical_void name = "Medical (Voidsuit)" voidsuit_type = /obj/item/clothing/suit/space/void/responseteam/medical refit = TRUE magboots_type = /obj/item/clothing/shoes/magboots/adv /datum/gear_disp/voidsuit/ert/engineer_void name = "Engineering (Voidsuit)" voidsuit_type = /obj/item/clothing/suit/space/void/responseteam/engineer refit = TRUE magboots_type = /obj/item/clothing/shoes/magboots/adv /* /datum/gear_disp/ert/commander_void name = "Commander (Voidsuit)" to_spawn = list(/obj/item/clothing/suit/space/void/responseteam/command) refit = TRUE amount = 1 */ // Hardsuit versions /datum/gear_disp/ert/security_rig name = "Security (Hardsuit)" to_spawn = list(/obj/item/rig/ert/security) /datum/gear_disp/ert/medical_rig name = "Medical (Hardsuit)" to_spawn = list(/obj/item/rig/ert/medical) /datum/gear_disp/ert/engineer_rig name = "Engineering (Hardsuit)" to_spawn = list(/obj/item/rig/ert/engineer) /* /datum/gear_disp/ert/commander_rig name = "Commander (Hardsuit)" to_spawn = list(/obj/item/rig/ert) amount = 1 */ /obj/machinery/gear_dispenser/suit/ert name = "ERT Suit Dispenser" desc = "An industrial U-Tak-It Dispenser unit designed to fetch all kinds of space suits. This one distribributes Emergency Responder space suits." icon_state = "suitdispenserERT" dispenses = list( /datum/gear_disp/ert/security_armor, /datum/gear_disp/ert/medical_armor, /datum/gear_disp/ert/engineer_armor, /datum/gear_disp/voidsuit/ert/security_void, /datum/gear_disp/voidsuit/ert/medical_void, /datum/gear_disp/voidsuit/ert/engineer_void, /datum/gear_disp/ert/security_rig, /datum/gear_disp/ert/medical_rig, /datum/gear_disp/ert/engineer_rig, ) req_one_access = list(access_cent_specops) ////////////////////////////// STATION SUIT DISPENSERS /////////////////////////// /datum/gear_disp/station/standard name = "Standard (Softsuit)" to_spawn = list(/obj/item/clothing/head/helmet/space, /obj/item/clothing/suit/space) /datum/gear_disp/voidsuit/station/security name = "Security (Voidsuit)" voidsuit_type = /obj/item/clothing/suit/space/void/security voidhelmet_type = /obj/item/clothing/head/helmet/space/void/security refit = TRUE req_one_access = list(access_brig) /datum/gear_disp/voidsuit/station/engineering name = "Engineering (Voidsuit)" voidsuit_type = /obj/item/clothing/suit/space/void/engineering voidhelmet_type = /obj/item/clothing/head/helmet/space/void/engineering refit = TRUE magboots_type = /obj/item/clothing/shoes/magboots req_one_access = list(access_engine) /datum/gear_disp/voidsuit/station/medical name = "Medical (Voidsuit)" voidsuit_type = /obj/item/clothing/suit/space/void/medical voidhelmet_type = /obj/item/clothing/head/helmet/space/void/medical refit = TRUE req_one_access = list(access_medical) /datum/gear_disp/voidsuit/station/atmos name = "Atmos Technician (Voidsuit)" voidsuit_type = /obj/item/clothing/suit/space/void/atmos voidhelmet_type = /obj/item/clothing/head/helmet/space/void/atmos refit = TRUE req_one_access = list(access_atmospherics) /datum/gear_disp/voidsuit/station/paramedic name = "Paramedic (Voidsuit)" voidsuit_type = /obj/item/clothing/suit/space/void/medical/emt voidhelmet_type = /obj/item/clothing/head/helmet/space/void/medical/emt refit = TRUE req_one_access = list(access_medical) // we don't have separate paramedic access /datum/gear_disp/voidsuit/station/mining name = "Mining (Voidsuit)" voidsuit_type = /obj/item/clothing/suit/space/void/mining voidhelmet_type = /obj/item/clothing/head/helmet/space/void/mining refit = TRUE req_one_access = list(access_mining) /obj/machinery/gear_dispenser/suit/station name = "Station Suit Dispenser" desc = "An industrial U-Tak-It Dispenser unit designed to fetch all kinds of space suits. This one is specialised towards station workers." dispenses = list( /datum/gear_disp/station/standard, /datum/gear_disp/voidsuit/station/security, /datum/gear_disp/voidsuit/station/engineering, /datum/gear_disp/voidsuit/station/medical, /datum/gear_disp/voidsuit/station/atmos, /datum/gear_disp/voidsuit/station/paramedic ) ////////////////////////////// SOFT SUIT DISPENSERS /////////////////////////// /obj/machinery/gear_dispenser/suit/standard name = "Soft Suit Dispenser" desc = "An industrial U-Tak-It Dispenser unit designed to fetch a specific mass produced suit." dispenser_flags = GD_ONEITEM|GD_NOGREED|GD_UNLIMITED one_setting = /datum/gear_disp/station/standard ////////////////////////////// AUTOLOK SUIT DISPENSERS /////////////////////////// /datum/gear_disp/voidsuit/autolok name = "AutoLok Voidsuit" voidsuit_type = /obj/item/clothing/suit/space/void/autolok refit = FALSE // it autofits /obj/machinery/gear_dispenser/suit/autolok name = "AutoLok Suit Dispenser" desc = "An industrial U-Tak-It Dispenser unit designed to fetch a specific AutoLok mass produced suit." icon_state = "suitdispenserAL" dispenser_flags = GD_ONEITEM|GD_NOGREED|GD_UNLIMITED one_setting = /datum/gear_disp/voidsuit/autolok #undef GD_BUSY #undef GD_ONEITEM #undef GD_NOGREED #undef GD_UNLIMITED