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CHOMPStation2/code/game/machinery/gear_dispenser.dm
2021-07-15 20:35:01 -04:00

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//////////////////////////////////////
// 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
#define GD_UNIQUE 16 // each instance of this will allow people to take 1 thing
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 // We only add the voidsuit so the game doesn't try to put the tank/helmet/boots etc into their hands
// 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.attach_helmet(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
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/device/suit_cooling_unit(voidsuit)
voidsuit.cooler = 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/weapon/tank/" + "[user.species?.breath_type]"
var/obj/item/weapon/tank/tankpath = text2path(tanktext)
if(tankpath)
var/obj/item/life_support = new tankpath(voidsuit)
voidsuit.tank = 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
var/unique_dispense_list = list()
var/needs_power = 0
//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 class='warning'>Your moral standards prevent you from emagging this machine!</span>")
return -1 // Letting people emag this one would be bad times
/obj/machinery/gear_dispenser/Initialize()
. = ..()
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 class='warning'>\The [src] doesn't have anything to dispense for you!</span>")
dispenser_flags &= ~GD_BUSY
return
var/choice = tgui_input_list(usr, "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(needs_power && inoperable())
to_chat(user,"<span class='warning'>The machine does not respond to your prodding.</span>")
return 0
if(!istype(user))
to_chat(user,"<span class='warning'>You can't use this!</span>")
return 0
if((dispenser_flags & GD_BUSY))
to_chat(user,"<span class='warning'>Someone else is using this!</span>")
return 0
if((dispenser_flags & GD_ONEITEM) && !(dispenser_flags & GD_UNLIMITED) && !one_setting.amount)
to_chat(user,"<span class='warning'>There's nothing in here!</span>")
return 0
if (!emagged)
if ((dispenser_flags & GD_NOGREED) && (user.ckey in used_by))
to_chat(user,"<span class='warning'>You've already picked up your gear!</span>")
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, 0)
return 0
if ((dispenser_flags & GD_UNIQUE) && (user.ckey in unique_dispense_list))
to_chat(user,"<span class='warning'>You've already picked up your gear!</span>")
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, 0)
return 0
else
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 class='warning'>Your access is rejected!</span>")
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 class='warning'>There are no more [S.name]s left!</span>")
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.ckey
if((dispenser_flags & GD_UNIQUE) && !emagged)
unique_dispense_list |= user.ckey
animate_dispensing() // Blocks here until animation is done
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 class='notice'>[S.name] dispensing processed. Have a good day.</span>")
/obj/machinery/gear_dispenser/proc/animate_dispensing()
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
/obj/machinery/gear_dispenser/emag_act(remaining_charges, mob/user, emag_source)
. = ..()
if(!emagged)
emagged = TRUE
visible_message("<span class='warning'>\The [user] slides a weird looking ID into \the [src]!</span>","<span class='warning'>You temporarily short the safety mechanisms.</span>")
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 = "suit dispenser"
desc = "An industrial U-Tak-It Dispenser unit designed to fetch all kinds of space suits. An older model."
icon_state = "suitdispenser"
/obj/machinery/gear_dispenser/suit_fancy
name = "suit dispenser"
desc = "An industrial U-Tak-It Dispenser unit designed to fetch all kinds of space suits. A newer model."
icon_state = "suit_storage_map"
var/obj/effect/overlay/vis/door
var/datum/gear_disp/held_gear_disp
var/special_frame
/obj/machinery/gear_dispenser/suit_fancy/Initialize(mapload)
. = ..()
door = add_vis_overlay("closed", layer = 4, unique = TRUE)
icon_state = "suit_storage"
if(special_frame)
add_overlay(special_frame)
/obj/machinery/gear_dispenser/suit_fancy/Destroy()
qdel_null(door)
held_gear_disp = null
return ..()
/obj/machinery/gear_dispenser/suit_fancy/power_change()
. = ..()
update_icon()
/obj/machinery/gear_dispenser/suit_fancy/update_icon()
cut_overlays()
if(special_frame)
add_overlay(special_frame)
if(needs_power && inoperable())
add_overlay("nopower")
else
add_overlay("light1")
if(held_gear_disp)
add_overlay("fullsuit")
if(operable())
add_overlay("light2")
/obj/machinery/gear_dispenser/suit_fancy/attack_hand(var/mob/living/carbon/human/user)
if(held_gear_disp)
var/turf/T = get_turf(user)
var/list/spawned = held_gear_disp.spawn_gear(T, user)
for(var/obj/item/I in spawned)
user.put_in_hands(I)
to_chat(user, "<span class='notice'>You remove the equipment from [src].</span>")
held_gear_disp = null
animate_close()
return
return ..()
/obj/machinery/gear_dispenser/suit_fancy/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 class='warning'>There are no more [S.name]s left!</span>")
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.ckey
if((dispenser_flags & GD_UNIQUE) && !emagged)
unique_dispense_list |= user.ckey
held_gear_disp = S
animate_dispensing()
dispenser_flags &= ~GD_BUSY
if(emagged)
emagged = FALSE
if(greet && user && !user.stat) // in case we got destroyed while we slept
to_chat(user,"<span class='notice'>[S.name] dispensing processed. Have a good day.</span>")
/obj/machinery/gear_dispenser/suit_fancy/animate_dispensing()
add_overlay("working")
sleep(5 SECONDS)
add_overlay("fullsuit")
door.icon_state = "open"
flick("anim_open", door)
sleep(10.5)
add_overlay("light2")
cut_overlay("working")
/obj/machinery/gear_dispenser/suit_fancy/proc/animate_close()
cut_overlay("fullsuit")
cut_overlay("light2")
door.icon_state = "closed"
flick("anim_close", door)
// For fluff/custom items
/obj/machinery/gear_dispenser/custom
name = "personal gear dispenser"
/obj/machinery/gear_dispenser/custom/Initialize()
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/weapon/rig/ert/security)
/datum/gear_disp/ert/medical_rig
name = "Medical (Hardsuit)"
to_spawn = list(/obj/item/weapon/rig/ert/medical)
/datum/gear_disp/ert/engineer_rig
name = "Engineering (Hardsuit)"
to_spawn = list(/obj/item/weapon/rig/ert/engineer)
/*
/datum/gear_disp/ert/commander_rig
name = "Commander (Hardsuit)"
to_spawn = list(/obj/item/weapon/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
/obj/machinery/gear_dispenser/suit_fancy/autolok
name = "AutoLok Suit Dispenser"
desc = "An industrial U-Tak-It Dispenser unit designed to fetch a specific AutoLok mass produced suit."
dispenser_flags = GD_ONEITEM|GD_NOGREED|GD_UNLIMITED
one_setting = /datum/gear_disp/voidsuit/autolok
special_frame = "frame_grey"
<<<<<<< HEAD
||||||| parent of f17916abb4... Merge pull request #11095 from VOREStation/Arokha/tweakkkk
////////////////////////////// MOEBIUS SUIT DISPENSERS ///////////////////////////
/datum/gear_disp/voidsuit/aether
name = "Aether Voidsuit"
voidsuit_type = /obj/item/clothing/suit/space/void/aether
voidhelmet_type = /obj/item/clothing/head/helmet/space/void/aether
refit = FALSE // No animal sprites AAA!
/obj/machinery/gear_dispenser/suit/aether
name = "\improper Aether Voidsuit Dispenser"
desc = "An industrial U-Tak-It Dispenser unit designed to fetch a specific Aether-produced high-end suit."
icon_state = "suitdispenserMB"
dispenser_flags = GD_ONEITEM|GD_NOGREED|GD_UNLIMITED
one_setting = /datum/gear_disp/voidsuit/aether
/obj/machinery/gear_dispenser/suit_fancy/aether
name = "\improper Aether Voidsuit Dispenser"
desc = "A commercial U-Tak-It Dispenser unit designed to fetch a specific Aether-produced high-end suit."
dispenser_flags = GD_ONEITEM|GD_NOGREED|GD_UNLIMITED
one_setting = /datum/gear_disp/voidsuit/aether
special_frame = "frame_purple"
=======
////////////////////////////// MOEBIUS SUIT DISPENSERS ///////////////////////////
/datum/gear_disp/voidsuit/aether
name = "Aether Voidsuit"
voidsuit_type = /obj/item/clothing/suit/space/void/aether
voidhelmet_type = /obj/item/clothing/head/helmet/space/void/aether
/obj/machinery/gear_dispenser/suit/aether
name = "\improper Aether Voidsuit Dispenser"
desc = "An industrial U-Tak-It Dispenser unit designed to fetch a specific Aether-produced high-end suit."
icon_state = "suitdispenserMB"
dispenser_flags = GD_ONEITEM|GD_NOGREED|GD_UNLIMITED
one_setting = /datum/gear_disp/voidsuit/aether
/obj/machinery/gear_dispenser/suit_fancy/aether
name = "\improper Aether Voidsuit Dispenser"
desc = "A commercial U-Tak-It Dispenser unit designed to fetch a specific Aether-produced high-end suit."
dispenser_flags = GD_ONEITEM|GD_NOGREED|GD_UNLIMITED
one_setting = /datum/gear_disp/voidsuit/aether
special_frame = "frame_purple"
>>>>>>> f17916abb4... Merge pull request #11095 from VOREStation/Arokha/tweakkkk
// Adminbuse
/obj/machinery/gear_dispenser/vv_get_dropdown()
. = ..()
VV_DROPDOWN_OPTION("", "---")
VV_DROPDOWN_OPTION("admin_add", "Add New Gear")
/obj/machinery/gear_dispenser/vv_do_topic(list/href_list)
. = ..()
IF_VV_OPTION("admin_add")
admin_add()
href_list["datumrefresh"] = "\ref[src]"
/obj/machinery/gear_dispenser/proc/admin_add()
if(!check_rights(R_DEBUG|R_FUN))
return
var/example = @{"[
{
"menuoption": "Cool suit one",
"gearlist": ["/obj/item/clothing/suit/space", "/obj/item/clothing/head/helmet/space"],
"req_one_access": [5,63]
},
{
"menuoption": "Selection two",
"gearlist": ["/obj/random/trash"]
}
]"}
/**
* Needs to be valid json with keys of:
* "menuoption" = string for the name
* "gearlist" = array of types (yes the types are not valid json, byond parses them into real types.)
* "req_one_access" = array of numbers (accesses)
*/
var/input = input(usr, "Paste new gear pack JSON below. See example/code comments.", "Admin-load Dispenser", example) as null|message
if(!input)
return
var/list/parsed = json_decode(input)
if(!islist(parsed))
return
var/list/running = list()
for(var/entry in parsed)
if(!islist(entry))
continue
var/list/this_entry = entry
var/option_name = this_entry["menuoption"]
var/list/types = this_entry["gearlist"]
var/list/access = this_entry["req_one_access"]
if(!option_name || !islist(types))
continue
for(var/t in types)
if(ispath(t))
continue
types -= t
var/tnew = text2path(t)
if(ispath(tnew))
types += tnew
var/datum/gear_disp/G = new()
G.name = option_name
G.to_spawn = types
if(LAZYLEN(access))
G.req_one_access = access
running[option_name] = G
to_chat(usr, "[src] added [running.len] entries")
dispenses = running
////////////////////////////// RANDOM SUIT AND WEAPON DISPENSERS ///////////////////////////
/obj/machinery/gear_dispenser/randomvoidsuit
name = "Suit Dispenser"
desc = "An industrial U-Tak-It Dispenser unit designed to fetch voidsuits."
icon_state = "suitdispenserAL"
dispenser_flags = GD_ONEITEM|GD_NOGREED
one_setting = /datum/gear_disp/voidsuit/random
/datum/gear_disp/voidsuit/random
name = "Voidsuit"
to_spawn = list()
amount = 4
/datum/gear_disp/voidsuit/random/spawn_gear(var/turf/T, var/mob/living/carbon/user)
// I copied these from the /obj/random/multiple/voidsuit, but added the "suit" and "helmet"
var/list/choice = pick(
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void,
"helmet" = /obj/item/clothing/head/helmet/space/void
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/atmos,
"helmet" = /obj/item/clothing/head/helmet/space/void/atmos
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/atmos/alt,
"helmet" = /obj/item/clothing/head/helmet/space/void/atmos/alt
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/engineering,
"helmet" = /obj/item/clothing/head/helmet/space/void/engineering
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/engineering/alt,
"helmet" = /obj/item/clothing/head/helmet/space/void/engineering/alt
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/engineering/hazmat,
"helmet" = /obj/item/clothing/head/helmet/space/void/engineering/hazmat
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/engineering/construction,
"helmet" = /obj/item/clothing/head/helmet/space/void/engineering/construction
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/engineering/salvage,
"helmet" = /obj/item/clothing/head/helmet/space/void/engineering/salvage
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/medical,
"helmet" = /obj/item/clothing/head/helmet/space/void/medical
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/medical/alt,
"helmet" = /obj/item/clothing/head/helmet/space/void/medical/alt
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/medical/bio,
"helmet" = /obj/item/clothing/head/helmet/space/void/medical/bio
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/medical/emt,
"helmet" = /obj/item/clothing/head/helmet/space/void/medical/emt
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/merc,
"helmet" = /obj/item/clothing/head/helmet/space/void/merc
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/merc/fire,
"helmet" = /obj/item/clothing/head/helmet/space/void/merc/fire
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/mining,
"helmet" = /obj/item/clothing/head/helmet/space/void/mining
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/mining/alt,
"helmet" = /obj/item/clothing/head/helmet/space/void/mining/alt
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/security,
"helmet" = /obj/item/clothing/head/helmet/space/void/security
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/security/alt,
"helmet" = /obj/item/clothing/head/helmet/space/void/security/alt
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/security/riot,
"helmet" = /obj/item/clothing/head/helmet/space/void/security/riot
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/exploration,
"helmet" = /obj/item/clothing/head/helmet/space/void/exploration
),
prob(5);list(
"suit" = /obj/item/clothing/suit/space/void/pilot,
"helmet" = /obj/item/clothing/head/helmet/space/void/pilot
))
voidsuit_type = choice["suit"]
voidhelmet_type = choice["helmet"]
return ..()
/obj/machinery/gear_dispenser/randomweapons
name = "Weapon Dispenser"
desc = "An industrial U-Tak-It Dispenser unit designed to fetch weapons."
dispenser_flags = GD_ONEITEM|GD_NOGREED
one_setting = /datum/gear_disp/randomweapons
/datum/gear_disp/randomweapons
name = "Weapon"
amount = 2
/datum/gear_disp/randomweapons/spawn_gear(var/turf/T, var/mob/living/carbon/user)
var/choice = pick(
prob(3);/obj/random/multiple/gun/projectile/handgun,
prob(2);/obj/random/multiple/gun/projectile/smg,
prob(2);/obj/random/multiple/gun/projectile/shotgun,
prob(1);/obj/random/multiple/gun/projectile/rifle)
to_spawn = list(choice)
return ..()
///////////////////Adventure Box//////////////////////////
/obj/machinery/gear_dispenser/adventure_box
name = "Dispenser"
desc = "An industrial U-Tak-It Dispenser unit designed to fetch items that one might need in dangerous scenarios!"
dispenser_flags = GD_UNIQUE
dispenses = list(
/datum/gear_disp/adventure_box/awayloot,
/datum/gear_disp/adventure_box/food,
/datum/gear_disp/adventure_box/medical,
/datum/gear_disp/adventure_box/tools,
/datum/gear_disp/adventure_box/armor,
/datum/gear_disp/adventure_box/light
)
var/chance_to_delete = 0
/obj/machinery/gear_dispenser/adventure_box/Initialize()
. = ..()
if(prob(chance_to_delete))
return INITIALIZE_HINT_QDEL
/datum/gear_disp/adventure_box/medical
name = "Medkit"
to_spawn = list(/obj/random/firstaid)
amount = 2
/datum/gear_disp/adventure_box/awayloot
name = "Curious Item"
to_spawn = list(/obj/random/awayloot/nofail)
amount = 5
/datum/gear_disp/adventure_box/food
name = "Food Plate"
to_spawn = list(
/obj/item/weapon/reagent_containers/food/snacks/candy/proteinbar,
/obj/item/weapon/reagent_containers/food/snacks/no_raisin,
/obj/item/weapon/reagent_containers/food/drinks/tea
)
amount = 10
/datum/gear_disp/adventure_box/tools
name = "Tools"
to_spawn = list(
/obj/random/tool,
/obj/random/tool,
/obj/random/tool,
/obj/item/weapon/storage/belt/utility
)
amount = 5
/datum/gear_disp/adventure_box/armor
name = "Armor"
to_spawn = list(
/obj/item/clothing/suit/armor/vest,
/obj/item/clothing/head/helmet/bulletproof,
/obj/item/clothing/shoes/boots/jackboots
)
amount = 1
/datum/gear_disp/adventure_box/light
name = "Flashlight"
to_spawn = list(/obj/item/device/flashlight/maglight)
amount = 2
/datum/gear_disp/adventure_box/weapon
name = "Ranged Weapon"
amount = 1
//from /obj/random/projectile/random
/datum/gear_disp/adventure_box/weapon/spawn_gear(var/turf/T, var/mob/living/carbon/user)
var/choice = pick(
prob(3);/obj/random/multiple/gun/projectile/handgun,
prob(2);/obj/random/multiple/gun/projectile/smg,
prob(2);/obj/random/multiple/gun/projectile/shotgun,
prob(1);/obj/random/multiple/gun/projectile/rifle)
to_spawn = list(choice)
return ..()
/obj/machinery/gear_dispenser/adventure_box/weapon
dispenses = list(
/datum/gear_disp/adventure_box/awayloot,
/datum/gear_disp/adventure_box/food,
/datum/gear_disp/adventure_box/medical,
/datum/gear_disp/adventure_box/tools,
/datum/gear_disp/adventure_box/armor,
/datum/gear_disp/adventure_box/light,
/datum/gear_disp/adventure_box/weapon
)