mirror of
https://github.com/vgstation-coders/vgstation13.git
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195 lines
7.4 KiB
Plaintext
195 lines
7.4 KiB
Plaintext
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/proc/EquipCustomItems(mob/living/carbon/human/M)
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// testing("\[CustomItem\] Checking for custom items for [M.ckey] ([M.real_name])...")
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if(!establish_db_connection())
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return
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// SCHEMA
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/**
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* CustomUserItems
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*
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* cuiCKey VARCHAR(36) NOT NULL,
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* cuiRealName VARCHAR(60) NOT NULL,
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* cuiPath VARCHAR(255) NOT NULL,
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* cuiDescription TEXT NOT NULL,
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* cuiReason TEXT NOT NULL,
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* cuiPropAdjust TEXT NOT NULL,
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* cuiJobMask TEXT NOT NULL,
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* PRIMARY KEY(cuiCkey,cuiRealName,cuiPath)
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*/
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// Grab the info we want.
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var/DBQuery/query = dbcon.NewQuery("SELECT cuiPath, cuiPropAdjust, cuiJobMask FROM CustomUserItems WHERE cuiCKey='[M.ckey]' AND (cuiRealName='[M.real_name]' OR cuiRealName='*')")
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query.Execute()
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while(query.NextRow())
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var/path = text2path(query.item[1])
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var/propadjust = query.item[2]
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var/jobmask = query.item[3]
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// testing("\[CustomItem\] Setting up [path] for [M.ckey] ([M.real_name]). jobmask=[jobmask];propadjust=[propadjust]")
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var/ok=0
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if(jobmask!="*")
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var/allowed_jobs = splittext(jobmask,",")
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var/alt_blocked=0
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if(M.mind.role_alt_title)
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if(!(M.mind.role_alt_title in allowed_jobs))
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alt_blocked=1
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if(!(M.mind.assigned_role in allowed_jobs) || alt_blocked)
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// testing("Failed to apply custom item for [M.ckey]: Role(s) [M.mind.assigned_role][M.mind.role_alt_title ? " (nor "+M.mind.role_alt_title+")" : ""] are not in allowed_jobs ([english_list(allowed_jobs)])")
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continue
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var/obj/item/Item = new path()
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// testing("Adding new custom item [query.item[1]] to [key_name_admin(M)]...")
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if(istype(Item,/obj/item/weapon/card/id))
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var/obj/item/weapon/card/id/I = Item
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for(var/obj/item/weapon/card/id/C in M)
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//default settings
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I.name = "[M.real_name]'s ID Card ([M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role])"
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I.registered_name = M.real_name
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I.access = C.access
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I.assignment = C.assignment
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I.blood_type = C.blood_type
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I.dna_hash = C.dna_hash
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I.fingerprint_hash = C.fingerprint_hash
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//I.pin = C.pin
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//replace old ID
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qdel(C)
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C = null
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ok = M.equip_if_possible(I, slot_wear_id, 0) //if 1, last argument deletes on fail
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break
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// testing("Replaced ID!")
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else if(istype(M.back, /obj/item/weapon/storage)) // Try to place it in something on the mob's back
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var/obj/item/weapon/storage/backpack = M.back
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if(backpack.contents.len < backpack.storage_slots)
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Item.forceMove(M.back)
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ok = 1
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// testing("Added to [M.back.name]!")
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to_chat(M, "<span class='notice'>Your [Item.name] has been added to your [M.back.name].</span>")
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else
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for(var/obj/item/weapon/storage/S in M.contents) // Try to place it in any item that can store stuff, on the mob.
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if (S.contents.len < S.storage_slots)
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Item.forceMove(S)
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ok = 1
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// testing("Added to [S]!")
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to_chat(M, "<span class='notice'>Your [Item.name] has been added to your [S.name].</span>")
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break
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//skip:
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if (ok == 0) // Finally, since everything else failed, place it on the ground
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// testing("Plopped onto the ground!")
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Item.forceMove(get_turf(M.loc))
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HackProperties(Item,propadjust)
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// This is hacky, but since it's difficult as fuck to make a proper parser in BYOND without killing the server, here it is. - N3X
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/proc/HackProperties(var/mob/living/carbon/human/M,var/obj/item/I,var/script)
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/*
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A=string:b lol {REALNAME} {ROLE} {ROLE_ALT};
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B=icon:icons/dmi/lol.dmi:STATE;
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B=number:29;
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*/
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var/list/statements=splittext(script,";")
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if(statements.len==0)
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return // Don't even bother.
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for(var/statement in statements)
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var/list/assignmentChunks = splittext(statement,"=")
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var/varname = assignmentChunks[1]
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//var/operator = "="
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var/list/typeChunks=splittext(script,":")
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var/desiredType=typeChunks[1]
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//var/value
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switch(desiredType)
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if("string")
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var/output = typeChunks[2]
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output = replacetext(output,"{REALNAME}", M.real_name)
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output = replacetext(output,"{ROLE}", M.mind.assigned_role)
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output = replacetext(output,"{ROLE_ALT}", "[M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role]")
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I.vars[varname]=output
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if("number")
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I.vars[varname]=text2num(typeChunks[2])
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if("icon")
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if(typeChunks.len==2)
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I.vars[varname]=new /icon(typeChunks[2])
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if(typeChunks.len==3)
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I.vars[varname]=new /icon(typeChunks[2],typeChunks[3])
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//switch this out to use a database at some point
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//list of ckey/ real_name and item paths
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//gives item to specific people when they join if it can
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//for multiple items just add mutliple entries, unless i change it to be a listlistlist
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//yes, it has to be an item, you can't pick up nonitems
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/* Old as fuck, not SQL-based, hardcoded keys.
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/proc/EquipCustomItems(mob/living/carbon/human/M)
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// load lines
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var/file = file2text("config/custom_items.txt")
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var/lines = splittext(file, "\n")
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for(var/line in lines)
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// split & clean up
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var/list/Entry = splittext(line, ":")
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for(var/i = 1 to Entry.len)
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Entry[i] = trim(Entry[i])
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if(Entry.len < 3)
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continue;
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if(Entry[1] == M.ckey && Entry[2] == M.real_name)
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var/list/Paths = splittext(Entry[3], ",")
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for(var/P in Paths)
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var/ok = 0 // 1 if the item was placed successfully
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P = trim(P)
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var/path = text2path(P)
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var/obj/item/Item = new path()
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if(istype(Item,/obj/item/weapon/card/id))
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//id card needs to replace the original ID
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if(M.ckey == "nerezza" && M.real_name == "Asher Spock" && M.mind.role_alt_title && M.mind.role_alt_title != "Emergency Physician")
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//only spawn ID if asher is joining as an emergency physician
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ok = 1
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qdel(Item)
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goto skip
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var/obj/item/weapon/card/id/I = Item
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for(var/obj/item/weapon/card/id/C in M)
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//default settings
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I.name = "[M.real_name]'s ID Card ([M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role])"
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I.registered_name = M.real_name
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I.access = C.access
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I.assignment = C.assignment
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I.blood_type = C.blood_type
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I.dna_hash = C.dna_hash
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I.fingerprint_hash = C.fingerprint_hash
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//I.pin = C.pin
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//custom stuff
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if(M.ckey == "fastler" && M.real_name == "Fastler Greay") //This is a Lifetime ID
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I.name = "[M.real_name]'s Lifetime ID Card ([M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role])"
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else if(M.ckey == "nerezza" && M.real_name == "Asher Spock") //This is an Odysseus Specialist ID
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I.name = "[M.real_name]'s Odysseus Specialist ID Card ([M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role])"
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I.access += list(access_robotics) //Station-based mecha pilots need this to access the recharge bay.
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else if(M.ckey == "roaper" && M.real_name == "Ian Colm") //This is a Technician ID
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I.name = "[M.real_name]'s Technician ID ([M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role])"
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//replace old ID
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qdel(C)
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ok = M.equip_if_possible(I, slot_wear_id, 0) //if 1, last argument deletes on fail
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break
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else if(istype(M.back,/obj/item/weapon/storage) && M.back:contents.len < M.back:storage_slots) // Try to place it in something on the mob's back
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Item.forceMove(M.back)
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ok = 1
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else
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for(var/obj/item/weapon/storage/S in M.contents) // Try to place it in any item that can store stuff, on the mob.
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if (S.contents.len < S.storage_slots)
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Item.forceMove(S)
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ok = 1
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break
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skip:
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if (ok == 0) // Finally, since everything else failed, place it on the ground
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Item.forceMove(get_turf(M.loc))
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*/
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