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https://github.com/CHOMPStation2/CHOMPStation2.git
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239 lines
8.1 KiB
Plaintext
239 lines
8.1 KiB
Plaintext
// Switch this out to use a database at some point. Each ckey is
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// associated with a list of custom item datums. When the character
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// spawns, the list is checked and all appropriate datums are spawned.
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// See config/example/custom_items.txt for a more detailed overview
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// of how the config system works.
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// CUSTOM ITEM ICONS:
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// Inventory icons must be in CUSTOM_ITEM_OBJ with state name [item_icon].
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// On-mob icons must be in CUSTOM_ITEM_MOB with state name [item_icon].
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// Inhands must be in CUSTOM_ITEM_MOB as [icon_state]_l and [icon_state]_r.
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// Mech kits must have mech icons in CUSTOM_ITEM_OBJ under [kit_icon].
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// Broken must be [kit_icon]-broken and open must be [kit_icon]-open.
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// Voidsuits and hooded kits must also have hardsuit icons in CUSTOM_ITEM_MOB as [kit_icon]_suit
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// and [kit_icon]_helmet, and in CUSTOM_ITEM_OBJ as [kit_icon]_suit.
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// If hooded, have [kit_icon]_suit_t in both files for the hood-up version.
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// If not using the default overlay, have [kit_icon]_light in both files for custom light overlays.
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/var/list/custom_items = list()
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/datum/custom_item
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var/assoc_key
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var/character_name
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var/inherit_inhands = 1 //if unset, and inhands are not provided, then the inhand overlays will be invisible.
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var/item_icon
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var/item_desc
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var/name
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var/item_path = /obj/item
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var/req_access = 0
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var/list/req_titles = list()
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var/kit_name
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var/kit_desc
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var/kit_icon
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var/additional_data //for modular modkits, item path; for mech modkits, allowed mechs; for voidsuit modkits, light overlays
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/datum/custom_item/proc/spawn_item(var/newloc)
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var/obj/item/citem = new item_path(newloc)
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apply_to_item(citem)
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return citem
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/datum/custom_item/proc/apply_to_item(var/obj/item/item)
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if(!item)
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return
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if(name)
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item.name = name
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if(item_desc)
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item.desc = item_desc
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if(item_icon)
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if(!istype(item))
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item.icon = CUSTOM_ITEM_OBJ
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item.icon_state = item_icon
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return
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else
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if(inherit_inhands)
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apply_inherit_inhands(item)
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else
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item.item_state_slots = null
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item.item_icons = null
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item.icon = CUSTOM_ITEM_OBJ
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item.icon_state = item_icon
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item.item_state = null
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item.icon_override = CUSTOM_ITEM_MOB
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var/obj/item/clothing/under/U = item
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if(istype(U))
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U.worn_state = U.icon_state
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U.update_rolldown_status()
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// Kits are dumb so this is going to have to be hardcoded/snowflake.
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if(istype(item, /obj/item/device/kit))
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var/obj/item/device/kit/K = item
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K.set_info(kit_name, kit_desc, kit_icon, additional_data = additional_data)
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return item
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/datum/custom_item/proc/apply_inherit_inhands(var/obj/item/item)
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var/list/new_item_icons = list()
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var/list/new_item_state_slots = list()
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var/list/available_states = cached_icon_states(CUSTOM_ITEM_MOB)
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//If l_hand or r_hand are not present, preserve them using item_icons/item_state_slots
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//Then use icon_override to make every other slot use the custom sprites by default.
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//This has to be done before we touch any of item's vars
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if(!("[item_icon]_l" in available_states))
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new_item_state_slots[slot_l_hand_str] = get_state(item, slot_l_hand_str, "_l")
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new_item_icons[slot_l_hand_str] = get_icon(item, slot_l_hand_str, 'icons/mob/items/lefthand.dmi')
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if(!("[item_icon]_r" in available_states))
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new_item_state_slots[slot_r_hand_str] = get_state(item, slot_r_hand_str, "_r")
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new_item_icons[slot_r_hand_str] = get_icon(item, slot_r_hand_str, 'icons/mob/items/righthand.dmi')
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item.item_state_slots = new_item_state_slots
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item.item_icons = new_item_icons
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//this has to mirror the way update_inv_*_hand() selects the state
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/datum/custom_item/proc/get_state(var/obj/item/item, var/slot_str, var/hand_str)
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var/t_state
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if(LAZYACCESS(item.item_state_slots, slot_str))
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t_state = item.item_state_slots[slot_str]
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else if(item.item_state)
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t_state = item.item_state
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else
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t_state = item.icon_state
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if(item.icon_override)
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t_state += hand_str
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return t_state
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//this has to mirror the way update_inv_*_hand() selects the icon
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/datum/custom_item/proc/get_icon(var/obj/item/item, var/slot_str, var/icon/hand_icon)
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var/icon/t_icon
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if(item.icon_override)
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t_icon = item.icon_override
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else if(LAZYACCESS(item.item_icons, slot_str))
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t_icon = item.item_icons[slot_str]
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else
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t_icon = hand_icon
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return t_icon
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// Parses the config file into the custom_items list.
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/hook/startup/proc/load_custom_items()
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var/datum/custom_item/current_data
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for(var/line in splittext(file2text("config/custom_items.txt"), "\n"))
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line = trim(line)
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if(line == "" || !line || findtext(line, "#", 1, 2))
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continue
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if(findtext(line, "{", 1, 2) || findtext(line, "}", 1, 2)) // New block!
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if(current_data && current_data.assoc_key)
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if(!custom_items[current_data.assoc_key])
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custom_items[current_data.assoc_key] = list()
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var/list/L = custom_items[current_data.assoc_key]
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L |= current_data
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current_data = null
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var/split = findtext(line,":")
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if(!split)
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continue
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var/field = trim(copytext(line,1,split))
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var/field_data = trim(copytext(line,(split+1)))
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if(!field || !field_data)
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continue
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if(!current_data)
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current_data = new()
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switch(field)
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if("ckey")
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current_data.assoc_key = lowertext(field_data)
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if("character_name")
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current_data.character_name = lowertext(field_data)
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if("item_path")
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current_data.item_path = text2path(field_data)
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if("item_name")
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current_data.name = field_data
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if("item_icon")
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current_data.item_icon = field_data
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if("inherit_inhands")
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current_data.inherit_inhands = text2num(field_data)
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if("item_desc")
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current_data.item_desc = field_data
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if("req_access")
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current_data.req_access = text2num(field_data)
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if("req_titles")
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current_data.req_titles = splittext(field_data,", ")
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if("kit_name")
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current_data.kit_name = field_data
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if("kit_desc")
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current_data.kit_desc = field_data
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if("kit_icon")
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current_data.kit_icon = field_data
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if("additional_data")
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current_data.additional_data = field_data
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return 1
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//gets the relevant list for the key from the listlist if it exists, check to make sure they are meant to have it and then calls the giving function
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/proc/equip_custom_items(mob/living/carbon/human/M)
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var/list/key_list = custom_items[M.ckey]
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if(!key_list || key_list.len < 1)
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return
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for(var/datum/custom_item/citem in key_list)
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// Check for requisite ckey and character name.
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if((lowertext(citem.assoc_key) != lowertext(M.ckey)) || (lowertext(citem.character_name) != lowertext(M.real_name)))
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log_debug("Custom Item: [key_name(M)] Ckey or Char name does not match.")
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continue
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// Check for required access.
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var/obj/item/weapon/card/id/current_id = M.wear_id
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if(citem.req_access && citem.req_access > 0) // These are numbers, not lists
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if(!(istype(current_id) && (citem.req_access in current_id.access)))
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log_debug("Custom Item: [key_name(M)] Does not have required access.")
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continue
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// Check for required job title.
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if(citem.req_titles && citem.req_titles.len > 0)
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var/has_title
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var/current_title = M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role
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for(var/title in citem.req_titles)
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if(title == current_title)
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has_title = 1
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break
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if(!has_title)
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log_debug("Custom Item: [key_name(M)] Does not have required job.")
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continue
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// ID cards and PDAs are applied directly to the existing object rather than spawned fresh.
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var/obj/item/existing_item
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if(citem.item_path == /obj/item/weapon/card/id && istype(current_id)) //Set earlier.
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existing_item = M.wear_id
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else if(citem.item_path == /obj/item/device/pda)
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existing_item = locate(/obj/item/device/pda) in M.contents
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else if(citem.item_path == /obj/item/weapon/storage/backpack)
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existing_item = locate(/obj/item/weapon/storage/backpack) in M.contents
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// Spawn and equip the item.
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if(existing_item)
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citem.apply_to_item(existing_item)
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else
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place_custom_item(M,citem)
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// Places the item on the target mob.
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/proc/place_custom_item(mob/living/carbon/human/M, var/datum/custom_item/citem)
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if(!citem) return
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var/obj/item/newitem = citem.spawn_item()
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if(M.equip_to_appropriate_slot(newitem))
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return newitem
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if(M.equip_to_storage(newitem))
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return newitem
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newitem.loc = get_turf(M.loc)
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return newitem
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