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extract all the preset dedicaced to inserts...
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also reorganise main file
1- all the 7 standart survivor preset.
2- all the preset that serve as a base.
3- all the preset that aren't used or out of place.
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Julien committed Sep 27, 2023
1 parent e414a2c commit 82b4ed4
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Showing 7 changed files with 627 additions and 556 deletions.
879 changes: 323 additions & 556 deletions code/modules/gear_presets/survivors.dm

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// /obj/effect/landmark/survivor_spawner/lv624_crashed_clf
// clfship.dmm
/datum/equipment_preset/survivor/clf
name = "CLF Survivor"
flags = EQUIPMENT_PRESET_EXTRA
skills = /datum/skills/civilian/survivor/clf
languages = list(LANGUAGE_ENGLISH, LANGUAGE_JAPANESE)
faction = FACTION_CLF
faction_group = list(FACTION_CLF, FACTION_SURVIVOR)
access = list(ACCESS_CIVILIAN_PUBLIC)
survivor_variant = HOSTILE_SURVIVOR

/datum/equipment_preset/survivor/clf/load_gear(mob/living/carbon/human/new_human)

spawn_rebel_uniform(new_human)
spawn_rebel_suit(new_human)
spawn_rebel_helmet(new_human)
spawn_rebel_shoes(new_human)
spawn_rebel_gloves(new_human)
spawn_rebel_belt(new_human)

new_human.equip_to_slot_or_del(new /obj/item/device/radio/headset/distress/CLF(new_human), WEAR_L_EAR)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/lightpack/five_slot(new_human), WEAR_BACK)
new_human.equip_to_slot_or_del(new /obj/item/device/flashlight(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/tool/crowbar(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/firstaid/ert(new_human), WEAR_R_STORE)
add_survivor_weapon_security(new_human)
add_survivor_weapon_pistol(new_human)

..()
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// /obj/effect/landmark/survivor_spawner/bigred_crashed_pmc
// crashlanding-offices.dmm
/datum/equipment_preset/survivor/pmc
name = "Survivor - PMC"
flags = EQUIPMENT_PRESET_START_OF_ROUND
assignment = "Weyland-Yutani PMC"
faction = FACTION_SURVIVOR
faction_group = list(FACTION_SURVIVOR)
paygrade = "PMC-OP"
idtype = /obj/item/card/id/pmc
skills = /datum/skills/civilian/survivor/pmc
languages = list(LANGUAGE_ENGLISH, LANGUAGE_JAPANESE)
access = list(ACCESS_CIVILIAN_PUBLIC, ACCESS_CIVILIAN_COMMAND)

/datum/equipment_preset/survivor/pmc/load_gear(mob/living/carbon/human/new_human)
new_human.equip_to_slot_or_del(new /obj/item/device/radio/headset/distress/pmc/hvh, WEAR_L_EAR)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/veteran/pmc, WEAR_BODY)
add_pmc_survivor_weapon(new_human)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/marine/veteran/pmc, WEAR_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/gloves/marine/veteran/pmc, WEAR_HANDS)
new_human.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/marine/veteran/pmc, WEAR_HEAD)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/veteran/pmc/knife, WEAR_FEET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/mask/rebreather/scarf, WEAR_FACE)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/lightpack/five_slot, WEAR_BACK)
new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/firstaid/ert(new_human), WEAR_R_STORE)

..()
// /obj/effect/landmark/survivor_spawner/bigred_crashed_pmc_medic
// crashlanding-offices.dmm
/datum/equipment_preset/survivor/pmc/medic
name = "Survivor - PMC Medic"
assignment = JOB_PMC_MEDIC
rank = JOB_PMC_MEDIC
paygrade = "PMC-MS"
skills = /datum/skills/civilian/survivor/pmc/medic

/datum/equipment_preset/survivor/pmc/medic/load_gear(mob/living/carbon/human/new_human)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/lightpack/five_slot, WEAR_BACK)
new_human.equip_to_slot_or_del(new /obj/item/device/defibrillator(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/storage/firstaid/adv(new_human), WEAR_IN_BACK)
if(new_human.disabilities & NEARSIGHTED)
new_human.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/health/prescription(new_human), WEAR_EYES)
else
new_human.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/health(new_human), WEAR_EYES)
new_human.equip_to_slot_or_del(new /obj/item/device/healthanalyzer, WEAR_R_HAND)

..()
// /obj/effect/landmark/survivor_spawner/bigred_crashed_pmc_engineer
// crashlanding-offices.dmm
/datum/equipment_preset/survivor/pmc/engineer
name = "Survivor - PMC Engineer"
assignment = JOB_PMC_ENGINEER
rank = JOB_PMC_ENGINEER
paygrade = "PMC-TECH"
skills = /datum/skills/civilian/survivor/pmc/engineer

/datum/equipment_preset/survivor/pmc/engineer/load_gear(mob/living/carbon/human/new_human)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/lightpack/five_slot, WEAR_BACK)
new_human.equip_to_slot_or_del(new /obj/item/clothing/glasses/welding/superior, WEAR_EYES)
new_human.equip_to_slot_or_del(new /obj/item/stack/sheet/plasteel/med_small_stack(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/storage/belt/utility/full(new_human), WEAR_R_HAND)

..()

// /obj/effect/landmark/survivor_spawner/bigred_crashed_cl
// crashlanding-offices.dmm
/datum/equipment_preset/survivor/wy/manager
name = "Survivor - Corporate Supervisor"
flags = EQUIPMENT_PRESET_EXTRA
paygrade = "WYC7"
skills = /datum/skills/civilian/survivor/manager
assignment = "Colony Supervisor"
role_comm_title = "Supervisor"
idtype = /obj/item/card/id/silver/clearance_badge/manager
faction_group = list(FACTION_WY, FACTION_SURVIVOR)
access = list(
ACCESS_WY_GENERAL,
ACCESS_WY_COLONIAL,
ACCESS_WY_LEADERSHIP,
ACCESS_WY_SECURITY,
ACCESS_WY_EXEC,
ACCESS_WY_RESEARCH,
ACCESS_WY_ENGINEERING,
ACCESS_WY_MEDICAL,
ACCESS_ILLEGAL_PIRATE,
)
languages = list(LANGUAGE_ENGLISH, LANGUAGE_JAPANESE)

survivor_variant = CORPORATE_SURVIVOR

/datum/equipment_preset/survivor/wy/manager/load_gear(mob/living/carbon/human/new_human)

new_human.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket/manager(new_human), WEAR_BODY)
if(SSmapping.configs[GROUND_MAP].environment_traits[MAP_COLD])
add_ice_colony_survivor_equipment(new_human)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/satchel/lockable/liaison, WEAR_BACK)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/manager(new_human), WEAR_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/device/radio/headset/distress/WY, WEAR_L_EAR)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/dress, WEAR_FEET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/head/manager(new_human), WEAR_HEAD)
new_human.equip_to_slot_or_del(new /obj/item/paper/research_notes/good(new_human), WEAR_IN_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/reagent_container/glass/beaker/vial/random/good(new_human), WEAR_IN_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/firstaid/ert(new_human), WEAR_R_STORE)
add_pmc_survivor_weapon(new_human)
add_random_cl_survivor_loot(new_human)

..()
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// as far as i understand this is only done for one insert
//crashlanding-upp-bar.dmm map.
/datum/equipment_preset/survivor/upp
name = "Survivor - UPP"
paygrade = "UE1"
origin_override = ORIGIN_UPP
rank = JOB_SURVIVOR
skills = /datum/skills/military/survivor/upp_private
languages = list(LANGUAGE_RUSSIAN, LANGUAGE_GERMAN, LANGUAGE_CHINESE)
faction = FACTION_UPP
faction_group = list(FACTION_UPP, FACTION_SURVIVOR)
role_comm_title = "UPP 173RD RECON"
idtype = /obj/item/card/id/dogtag
flags = EQUIPMENT_PRESET_EXTRA
uses_special_name = TRUE
access = list(
ACCESS_CIVILIAN_PUBLIC,
)

/datum/equipment_preset/survivor/upp/load_name(mob/living/carbon/human/new_human, randomise)
var/random_name = capitalize(pick(new_human.gender == MALE ? first_names_male_upp : first_names_female_upp)) + " " + capitalize(pick(last_names_upp))
new_human.change_real_name(new_human, random_name)

/datum/equipment_preset/survivor/upp/load_gear(mob/living/carbon/human/new_human)
var/obj/item/clothing/under/marine/veteran/UPP/uniform = new()
var/random_number = rand(1,2)
switch(random_number)
if(1)
uniform.roll_suit_jacket(new_human)
if(2)
uniform.roll_suit_sleeves(new_human)
new_human.equip_to_slot_or_del(uniform, WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/accessory/patch/upp (new_human), WEAR_ACCESSORY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/marine/upp_knife(new_human), WEAR_FEET)
new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/flare(new_human), WEAR_R_STORE)
new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/firstaid/full/alternate(new_human), WEAR_L_STORE)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/lightpack/five_slot(new_human), WEAR_BACK)
new_human.equip_to_slot_or_del(new /obj/item/stack/sheet/metal/med_small_stack(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/device/radio(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/clothing/gloves/marine(new_human), WEAR_HANDS)
new_human.equip_to_slot_or_del(new /obj/item/device/radio/headset/distress/UPP/recon(new_human), WEAR_L_EAR)

// /obj/effect/landmark/survivor_spawner/upp/soldier
//crashlanding-upp-bar.dmm
/datum/equipment_preset/survivor/upp/soldier
name = "Survivor - UPP Soldier"
paygrade = "UE2"
assignment = JOB_UPP
rank = JOB_UPP
skills = /datum/skills/military/survivor/upp_private

/datum/equipment_preset/survivor/upp/soldier/load_gear(mob/living/carbon/human/new_human)
var/obj/item/clothing/under/marine/veteran/UPP/uniform = new()
var/random_number = rand(1,2)
switch(random_number)
if(1)
uniform.roll_suit_jacket(new_human)
if(2)
uniform.roll_suit_sleeves(new_human)
new_human.equip_to_slot_or_del(uniform, WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/lightpack/five_slot(new_human), WEAR_BACK)
add_upp_weapon(new_human)
spawn_random_upp_headgear(new_human)
spawn_random_upp_armor(new_human)
spawn_random_upp_belt(new_human)

..()
// /obj/effect/landmark/survivor_spawner/upp_sapper
//crashlanding-upp-bar.dmm
/datum/equipment_preset/survivor/upp/sapper
name = "Survivor - UPP Sapper"
paygrade = "UE3S"
assignment = JOB_UPP_ENGI
rank = JOB_UPP_ENGI
skills = /datum/skills/military/survivor/upp_sapper

/datum/equipment_preset/survivor/upp/sapper/load_gear(mob/living/carbon/human/new_human)

var/obj/item/clothing/under/marine/veteran/UPP/engi/uniform = new()
var/R = rand(1,2)
switch(R)
if(1)
uniform.roll_suit_jacket(new_human)
if(2)
uniform.roll_suit_sleeves(new_human)
new_human.equip_to_slot_or_del(uniform, WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/gloves/marine/insulated(new_human), WEAR_HANDS)
new_human.equip_to_slot_or_del(new /obj/item/storage/belt/utility/full(new_human), WEAR_WAIST)
new_human.equip_to_slot_or_del(new /obj/item/clothing/glasses/welding(new_human), WEAR_EYES)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/lightpack/five_slot(new_human), WEAR_BACK)
spawn_random_upp_armor(new_human)
add_upp_weapon(new_human)
spawn_random_upp_headgear(new_human)

..()
// /obj/effect/landmark/survivor_spawner/upp_medic
//crashlanding-upp-bar.dmm
/datum/equipment_preset/survivor/upp/medic
name = "Survivor - UPP Medic"
paygrade = "UE3M"
assignment = JOB_UPP_MEDIC
rank = JOB_UPP_MEDIC
skills = /datum/skills/military/survivor/upp_medic

/datum/equipment_preset/survivor/upp/medic/load_gear(mob/living/carbon/human/new_human)
var/obj/item/clothing/under/marine/veteran/UPP/medic/uniform = new()
var/random_number = rand(1,2)
switch(random_number)
if(1)
uniform.roll_suit_jacket(new_human)
if(2)
uniform.roll_suit_sleeves(new_human)
new_human.equip_to_slot_or_del(uniform, WEAR_BODY)
new_human.equip_to_slot_or_del(new/obj/item/clothing/glasses/hud/health(new_human), WEAR_EYES)
new_human.equip_to_slot_or_del(new /obj/item/storage/belt/medical/lifesaver/upp/partial(new_human), WEAR_WAIST)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/marine/medic/upp(new_human), WEAR_BACK)
new_human.equip_to_slot_or_del(new /obj/item/device/radio(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/tool/extinguisher/mini(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/device/defibrillator(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/device/healthanalyzer(new_human), WEAR_IN_BACK)
spawn_random_upp_armor(new_human)
add_upp_weapon(new_human)
spawn_random_upp_headgear(new_human)

..()
// /obj/effect/landmark/survivor_spawner/upp_specialist
//crashlanding-upp-bar.dmm
/datum/equipment_preset/survivor/upp/specialist
name = "Survivor - UPP Specialist"
assignment = JOB_UPP_SPECIALIST
rank = JOB_UPP_SPECIALIST
paygrade = "UE4"
skills = /datum/skills/military/survivor/upp_spec

/datum/equipment_preset/survivor/upp/specialist/load_gear(mob/living/carbon/human/new_human)
new_human.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/marine/veteran/UPP/heavy(new_human), WEAR_HEAD)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/veteran/UPP (new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/marine/faction/UPP/heavy (new_human), WEAR_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/tool/crowbar(new_human), WEAR_IN_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/weapon/gun/rifle/type71/flamer(new_human), WEAR_L_HAND)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/lightpack/five_slot(new_human), WEAR_BACK)
new_human.equip_to_slot_or_del(new /obj/item/ammo_magazine/rifle/type71(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/ammo_magazine/rifle/type71(new_human), WEAR_IN_BACK)
new_human.equip_to_slot_or_del(new /obj/item/storage/belt/gun/type47/t73(new_human), WEAR_WAIST)

..()
//crashlanding-upp-bar.dmm
// /obj/effect/landmark/survivor_spawner/squad_leader
/datum/equipment_preset/survivor/upp/squad_leader
name = "Survivor - UPP Squad Leader"
paygrade = "UE5"
assignment = JOB_UPP_LEADER
rank = JOB_UPP_LEADER
languages = list(LANGUAGE_RUSSIAN, LANGUAGE_ENGLISH, LANGUAGE_GERMAN, LANGUAGE_CHINESE)
role_comm_title = "UPP 173Rd RECON SL"
skills = /datum/skills/military/survivor/upp_sl

/datum/equipment_preset/survivor/upp/squad_leader/load_gear(mob/living/carbon/human/new_human)
new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/veteran/UPP/officer (new_human), WEAR_BODY)
new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/marine/faction/UPP (new_human), WEAR_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/tool/crowbar(new_human), WEAR_IN_JACKET)
new_human.equip_to_slot_or_del(new /obj/item/clothing/head/uppcap/beret(new_human), WEAR_HEAD)
new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/lightpack/five_slot(new_human), WEAR_BACK)
new_human.equip_to_slot_or_del(new /obj/item/storage/belt/gun/type47/revolver(new_human), WEAR_WAIST)
add_upp_weapon(new_human)

..()

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