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[Feature] Equipment Locker Overhaul
#1
This patch was made in response to feedback from #imcoder that indicated some would rather have spare equipment in department lockers, rather than having the Head of Personnel print new uniforms. 

So, here's what this patch does:


ADDS the following equipment lockers to the code:
/obj/storage/secure/closet/civilian
/obj/storage/secure/closet/civilian/janitor
/obj/storage/secure/closet/civilian/hydro
/obj/storage/secure/closet/civilian/kitchen
/obj/storage/secure/closet/civilian/bartender
/obj/storage/secure/closet/civilian/chaplain
/obj/storage/secure/closet/engineering/cargo

ADDS the following clothing ("equipment") boxes to the code:
/obj/item/storage/box/clothing/janitor
/obj/item/storage/box/clothing/botanist
/obj/item/storage/box/clothing/chef
/obj/item/storage/box/clothing/souschef
/obj/item/storage/box/clothing/barman
/obj/item/storage/box/clothing/waiter
obj/item/storage/box/clothing/security
/obj/item/storage/box/clothing/detective
/obj/item/storage/box/clothing/medical
/obj/item/storage/box/clothing/geneticist
/obj/item/storage/box/clothing/roboticist
/obj/item/storage/box/clothing/research
/obj/item/storage/box/clothing/mechanic
/obj/item/storage/box/clothing/engineer
/obj/item/storage/box/clothing/miner
/obj/item/storage/box/clothing/qm

CHANGES the following existing supply lockers in the code:
/obj/storage/secure/closet/security/equipment
/obj/storage/secure/closet/security/forensics
/obj/storage/secure/closet/medical/uniforms
/obj/storage/secure/closet/research/uniform
/obj/storage/secure/closet/engineering/mechanic
/obj/storage/secure/closet/engineering/engineer
/obj/storage/secure/closet/engineering/mining

Supply lockers are card-locked and contain an equipment box and a set of job-specific gear.

Equipment boxes contain the uniform that the appropriate job spawns with, a department radio headset, and a PDA of the appropriate type. 

The PDA is necessary because carts don't add mailgroups and things like that to a PDA when installed. Instead, when you're assigned to a new job, you can get a fresh new PDA that ensures you get all the information you need.

THIS IS NOT A MAP PATCH. These objects will need to be manually added to the map and are intended to replace existing objects, as detailed below. 

/obj/storage/secure/closet/civilian/janitor replaces /obj/storage/closet/janitor and the items placed on top of it.
/obj/storage/secure/closet/civilian/kitchen replaces /obj/storage/secure/closet/kitchen
/obj/storage/secure/closet/civilian/bartender replaces the "bartender's crate" in the Catering Crew Quarters and the items placed on top of it.
/obj/storage/secure/closet/civilian/chaplain replaces /obj/storage/closet/wardrobe/black/chaplain

/obj/storage/secure/closet/civilian/hydro is new and must be added to Hydroponics (Suggest two!)
/obj/storage/secure/closet/engineering/cargo is new and must be added to Cargo (Suggest two!)

In addition, /obj/storage/secure/closet/medical/uniforms contains uniforms for Medical Doctors, Roboticists, AND Geneticists, so I would suggest ensuring there are at least two of them on the map (On Cog2, the medbay lobby already has an office supplies crate, so there's no need to have a second one in the employee lounge)

Compare: https://github.com/goonstation/goonstati...a7f73af5fd
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[Feature] Equipment Locker Overhaul - by CameronWoof - 07-04-2017, 07:06 PM

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