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Merge branch 'Edits-your-Emergency-Toolbox' of https://github.com/Exo…
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…-212/DopplerShift into Edits-your-Emergency-Toolbox
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Exo-212 committed Dec 6, 2024
2 parents 2d7b40c + 7da0810 commit 30ef195
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1 change: 0 additions & 1 deletion code/__DEFINES/~doppler_defines/traits/declarations.dm
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/// The trait that determines if someone has the system shock quirk.
#define TRAIT_SYSTEM_SHOCK "trait_system_shock"

4 changes: 4 additions & 0 deletions code/modules/paperwork/paperwork.dm
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Expand Up @@ -61,6 +61,10 @@
add_stamp()
return TRUE

/obj/item/paperwork/examine(mob/user) // DOPPLER EDIT - paperwork has more description, modifying examine to fake the standard extended examine text
. = ..()
. += span_notice("This item could be examined further...")

/obj/item/paperwork/examine_more(mob/user)
. = ..()

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83 changes: 83 additions & 0 deletions modular_doppler/epic_loot/code/_basetype.dm
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/obj/structure/maintenance_loot_structure
name = "abandoned crate"
icon = 'modular_doppler/epic_loot/icons/loot_structures.dmi'
density = TRUE
anchored = TRUE
layer = BELOW_OBJ_LAYER
obj_flags = CAN_BE_HIT
pass_flags_self = LETPASSTHROW|LETPASSCLICKS
max_integrity = 200

/// What storage datum we use
var/storage_datum_to_use = /datum/storage/maintenance_loot_structure
/// Weighted list of the loot that can spawn in this
var/list/loot_weighted_list = list(
/obj/effect/spawner/random/maintenance = 1,
)
/// This one is going to be weird, a string of dice to use when rolling number of contents
var/loot_spawn_dice_string = "2d4+1"

/obj/structure/maintenance_loot_structure/Initialize(mapload)
. = ..()
create_storage(storage_type = storage_datum_to_use)
make_contents()

/obj/structure/maintenance_loot_structure/examine(mob/user)
. = ..()
. += span_engradio("It might have other things you're looking for <b>if you look again later</b>?")
return .

// Since it doesn't want to play nice for whatever reason
/obj/structure/maintenance_loot_structure/attack_hand(mob/living/user)
if(!user.can_perform_action(src, NEED_HANDS))
return ..()
atom_storage.open_storage(user)
return TRUE

/// Fills random contents into this structure's inventory, starting a loop to respawn loot if the container is empty later
/obj/structure/maintenance_loot_structure/proc/make_contents()
var/refill_check_time = rand(15 MINUTES, 30 MINUTES)
spawn_loot()
addtimer(CALLBACK(src, PROC_REF(make_contents)), refill_check_time)

/// Spawns a random amount of loot into the structure, random numbers based on the amount of storage slots inside it
/obj/structure/maintenance_loot_structure/proc/spawn_loot()
if(length(contents))
for(var/obj/thing in contents)
qdel(thing)
var/random_loot_amount = roll(loot_spawn_dice_string)
for(var/loot_spawn in 1 to random_loot_amount)
var/obj/new_loot = pick_weight(loot_weighted_list)
new new_loot(src)
Shake(2, 2, 1 SECONDS)

/datum/storage/maintenance_loot_structure
max_slots = 9
max_specific_storage = WEIGHT_CLASS_GIGANTIC
max_total_storage = WEIGHT_CLASS_BULKY * 6
numerical_stacking = FALSE
rustle_sound = FALSE
screen_max_columns = 3
/// What sound this makes when people open it's storage
var/opening_sound = 'modular_doppler/epic_loot/sound/plastic.mp3'

/datum/storage/maintenance_loot_structure/open_storage(mob/to_show)
. = ..()
if(!.)
return
playsound(parent, opening_sound, 50, TRUE)

// Loot items basetype, for convenience
/obj/item/epic_loot
name = "epic loot!!!!!"
desc = "Unknown purpose, unknown maker, unknown value. The only thing I know for real: There will be loot."
icon = 'modular_doppler/epic_loot/icons/epic_loot.dmi'
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
inhand_icon_state = "binoculars"
w_class = WEIGHT_CLASS_SMALL

/obj/item/epic_loot/examine(mob/user)
. = ..()
. += span_engradio("You should probably <b>sell</b> or <b>recycle</b> this.")
return .
214 changes: 214 additions & 0 deletions modular_doppler/epic_loot/code/loot_items/components.dm
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/datum/export/epic_loot_components
cost = PAYCHECK_COMMAND
unit_name = "low value salvage"
export_types = list(
/obj/item/epic_loot/grenade_fuze,
/obj/item/epic_loot/nail_box,
/obj/item/epic_loot/cold_weld,
/obj/item/epic_loot/signal_amp,
/obj/item/epic_loot/fuel_conditioner,
)

/datum/export/epic_loot_components_super
cost = PAYCHECK_COMMAND * 2
unit_name = "salvage"
export_types = list(
/obj/item/epic_loot/water_filter,
/obj/item/epic_loot/thermometer,
/obj/item/epic_loot/current_converter,
/obj/item/epic_loot/electric_motor,
)

/datum/export/epic_loot_components_super_super
cost = PAYCHECK_COMMAND * 3
unit_name = "high value salvage"
export_types = list(
/obj/item/epic_loot/thermal_camera,
/obj/item/epic_loot/shuttle_gyro,
/obj/item/epic_loot/phased_array,
/obj/item/epic_loot/shuttle_battery,
)

// Grenade fuze, an old design from an old time past. You can still make a pretty good grenade with it though
/obj/item/epic_loot/grenade_fuze
name = "grenade fuze"
desc = "Just the fuze of a grenade, missing the explosive and arguably most important half of the grenade."
icon_state = "fuze"
inhand_icon_state = "pen"
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
custom_materials = list(
/datum/material/titanium = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT,
)

// The filter part of a water filter machine, though these machines are insanely rare due to modern synthesis technology
/obj/item/epic_loot/water_filter
name = "water filter cartridge"
desc = "A blue polymer tube filled with filter medium for use in an industrial water filtration unit."
icon_state = "water_filter"
inhand_icon_state = "miniFE"
drop_sound = 'sound/items/handling/tools/weldingtool_drop.ogg'
pickup_sound = 'sound/items/handling/tools/weldingtool_pickup.ogg'
custom_materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3,
/datum/material/titanium = HALF_SHEET_MATERIAL_AMOUNT,
)

// Analog thermometer, how to tell temperature before gas analyzers were cool
/obj/item/epic_loot/thermometer
name = "analog thermometer"
desc = "An outdated, and likely broken, analog thermometer."
icon_state = "thermometer"
inhand_icon_state = "razor"
drop_sound = 'sound/items/handling/tools/multitool_drop.ogg'
pickup_sound = 'sound/items/handling/tools/multitool_pickup.ogg'
custom_materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
)

// A box of nails, impossible tech on a space station
/obj/item/epic_loot/nail_box
name = "box of nails"
desc = "A pristine box of nails, a method of keeping things together that we... can't really use here, in a space station."
icon_state = "nails"
inhand_icon_state = "rubberducky"
drop_sound = 'sound/items/handling/ammobox_drop.ogg'
pickup_sound = 'sound/items/handling/ammobox_pickup.ogg'
custom_materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT,
/datum/material/cardboard = SHEET_MATERIAL_AMOUNT,
)

// Used for joining together plastics, ideally.
/obj/item/epic_loot/cold_weld
name = "tube of cold weld"
desc = "A tube of cold weld, used to join together plastics, usually for repair."
icon_state = "cold_weld"
inhand_icon_state = "razor"
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
custom_materials = list(
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT,
)

// An electronic motor
/obj/item/epic_loot/electric_motor
name = "electric motor"
desc = "An electrically driven motor for industrial applications."
icon_state = "motor"
inhand_icon_state = "miniFE"
w_class = WEIGHT_CLASS_NORMAL
drop_sound = 'sound/items/handling/cardboard_box/cardboardbox_drop.ogg'
pickup_sound = 'sound/items/handling/cardboard_box/cardboardbox_pickup.ogg'
custom_materials = list(
/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
)

// Current converters, these change one rating of current into another in a mostly safe manner
/obj/item/epic_loot/current_converter
name = "current converter"
desc = "A device for regulating electric current that passes through it."
icon_state = "current_converter"
inhand_icon_state = "miniFE"
w_class = WEIGHT_CLASS_NORMAL
drop_sound = 'sound/items/handling/tools/weldingtool_drop.ogg'
pickup_sound = 'sound/items/handling/tools/weldingtool_pickup.ogg'
custom_materials = list(
/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/silver = SHEET_MATERIAL_AMOUNT,
/datum/material/gold = SHEET_MATERIAL_AMOUNT,
)

// Signal amplifiers, used to take a faint signal and return it stronger than before
/obj/item/epic_loot/signal_amp
name = "signal amplifier"
desc = "A device for taking weakened input signals and strengthening them for use or listening."
icon_state = "signal_amp"
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
custom_materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
)

// Thermal camera modules
/obj/item/epic_loot/thermal_camera
name = "thermal camera module"
desc = "An infrared sensing device used for the production of thermal camera systems."
icon_state = "thermal"
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
custom_materials = list(
/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
)

// Shuttle gyroscopes, AKA how a shuttle realizes which way it's pointing
/obj/item/epic_loot/shuttle_gyro
name = "shuttle gyroscope"
desc = "A bulky device used by shuttles and other space faring vessels to find the direction they are facing."
icon_state = "shuttle_gyro"
inhand_icon_state = "miniFE"
w_class = WEIGHT_CLASS_BULKY
drop_sound = 'sound/items/handling/ammobox_drop.ogg'
pickup_sound = 'sound/items/handling/ammobox_pickup.ogg'
custom_materials = list(
/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 3,
/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/silver = SHEET_MATERIAL_AMOUNT * 4,
/datum/material/gold = SHEET_MATERIAL_AMOUNT * 4
)

/obj/item/epic_loot/shuttle_gyro/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, require_twohands = TRUE)

// Phased array elements, combine a bunch together to get god's strongest radar, or whatever else you can think of
/obj/item/epic_loot/phased_array
name = "phased array element"
desc = "An element of a larger phased array. These combine together to produce sensing and scanning devices used on most common space-faring vessels."
icon_state = "phased_array"
inhand_icon_state = "blankplaque"
w_class = WEIGHT_CLASS_NORMAL
drop_sound = 'sound/items/handling/ammobox_drop.ogg'
pickup_sound = 'sound/items/handling/ammobox_pickup.ogg'
custom_materials = list(
/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 2,
/datum/material/silver = SHEET_MATERIAL_AMOUNT,
/datum/material/gold = SHEET_MATERIAL_AMOUNT,
)

// Shuttle batteries, used to power electronics while the engines are off
/obj/item/epic_loot/shuttle_battery
name = "shuttle battery"
desc = "A massive shuttle-grade battery, used to keep the electronics of space-faring vessel powered while the main engines are de-activated."
icon_state = "ship_battery"
inhand_icon_state = "blankplaque"
w_class = WEIGHT_CLASS_BULKY
drop_sound = 'sound/items/handling/cardboard_box/cardboardbox_drop.ogg'
pickup_sound = 'sound/items/handling/cardboard_box/cardboardbox_pickup.ogg'
custom_materials = list(
/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 10,
/datum/material/silver = SHEET_MATERIAL_AMOUNT * 4,
/datum/material/gold = SHEET_MATERIAL_AMOUNT * 4,
)

/obj/item/epic_loot/shuttle_battery/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, require_twohands = TRUE)

// Industrial fuel conditioner, used to keep most fuel-burning machines within regulations for waste emissions
/obj/item/epic_loot/fuel_conditioner
name = "fuel conditioner"
desc = "A plastic container of fuel conditioner for industrial size plasma generators. \
Any generator that would need this is either much too large or much too old to be seen around here."
icon_state = "fuel_conditioner"
w_class = WEIGHT_CLASS_NORMAL
drop_sound = 'sound/items/handling/cardboard_box/cardboardbox_drop.ogg'
pickup_sound = 'sound/items/handling/cardboard_box/cardboardbox_pickup.ogg'
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