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fulpstation/code/__HELPERS/spawns.dm
A miscellaneous Fern 9bd86e85b5 June/July TGU: Loadout menu, flatpackers and... whatever else! (#1230)
* Initial Commit

* Not quite all was staged, apparently.

* Multiline no longer necessary

* For my convenience...

* Forgot an important little tidbit in routes.tsx

* This updated, apparently.

* And now hell breaks loose

* First batch

* Second Batch

* Third batch (Unit Tests)

* Improvised shotgun ammo is gone; Vibebots are refactored

* UpdatePath sweeps in our fulp_modules/_maps folder

* I can't bring myself to do it.

* Map stuff

* Didn't mean to leave this uncommented

* I carpet-bombed them with Find-Replace. Let's see what linters think

* I sure do hope this is comprehensive and doesn't break other things

* This may take a while

* Next Round

* Hopefully the last batch before getting on with actual fixes

* Telescreens

* :/

* Stragglers

* Helio Emergency Shuttle; NearStation adjustments.

* Only one more commit for greenchecks... Shuttle code be dammed.

* Pff, the file was missing

* Same treatment as the other map files.

* Missed a comma :P

* BZ chambers for Xenobiology

* Odd. Most of these got done earlier. Not sure why this one wasn't.

* Mapping sweep. I didn't adjust C_tags in Theia. Another time.

* The balloon alerts overlap

* I hate TGU I hate TGU

* I meant to say "I hate TG" on the last one. Freudian slip.

* Fix Fix

* Nanite research cost rebalance

* TGU-Update: Step 0

* Yeah I figured it'd do this.

* I accidentally undid this

* Failed to catch this one

* I don't trust hundredths not to break or be broken somewhere.

* Little air alarm tweaks

* Ports #1228

* Stuff I missed

* Silly

* TGU so nice we're going to make it thrice

* Yarn

* Should be all? Fixes cult stun too.

* Thermomachine layers

* Free square spellcheck to rerun tests and see if it's consistent

* All credit goes to QLA for reminding me to actually do this

* Update to e40becd742

* github folder
2024-08-06 20:17:51 -04:00

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/**
* One proc for easy spawning of pods in the code to drop off items before whizzling (please don't proc call this in game, it will destroy you)
*
* Arguments:
* * specifications: special mods to the pod, see non var edit specifications for details on what you should fill this with
* Non var edit specifications:
* * target = where you want the pod to drop
* * path = a special specific pod path if you want, this can save you a lot of var edits
* * style = style of the pod, defaults to the normal pod
* * spawn = spawned path or a list of the paths spawned, what you're sending basically
* Returns the pod spawned, in case you want to spawn items yourself and modify them before putting them in.
*/
/proc/podspawn(specifications)
//get non var edit specifications
var/turf/landing_location = specifications["target"]
var/spawn_type = specifications["path"]
var/style = specifications["style"]
var/list/paths_to_spawn = specifications["spawn"]
//setup pod, add contents
if(!isturf(landing_location))
landing_location = get_turf(landing_location)
if(!spawn_type)
spawn_type = /obj/structure/closet/supplypod/podspawn
var/obj/structure/closet/supplypod/podspawn/pod = new spawn_type(null, style)
if(paths_to_spawn && !islist(paths_to_spawn))
paths_to_spawn = list(paths_to_spawn)
for(var/atom/movable/path as anything in paths_to_spawn)
if(!ispath(path))
path.forceMove(pod)
else
var/amount_to_spawn = paths_to_spawn[path] || 1
if(!isnum(amount_to_spawn))
stack_trace("amount to spawn for path \"[path]\" is not a number, defaulting to 1")
amount_to_spawn = 1
for(var/item_number in 1 to amount_to_spawn)
new path(pod)
//remove non var edits from specifications
specifications -= "target"
specifications -= "style"
specifications -= "path"
specifications -= "spawn" //list, we remove the key
//rest of specificiations are edits on the pod
for(var/variable_name in specifications)
var/variable_value = specifications[variable_name]
if(!pod.vv_edit_var(variable_name, variable_value))
stack_trace("WARNING! podspawn vareditting \"[variable_name]\" to \"[variable_value]\" was rejected by the pod!")
new /obj/effect/pod_landingzone(landing_location, pod)
return pod