Files
Aurora.3/code/game/objects/random/random.dm
Lohikar 5ce2fc79ef Remove some unused lists + Fix random/voidsuit Initialize (#2599)
Forgot to remove these lists when I moved them to SSicon_cache.
2017-06-04 13:33:24 +03:00

847 lines
29 KiB
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/obj/random
name = "random object"
desc = "This item type is used to spawn random objects at round-start"
icon = 'icons/misc/mark.dmi'
icon_state = "rup"
var/spawn_nothing_percentage = 0 // this variable determines the likelyhood that this random object will not spawn anything
var/list/spawnlist
var/list/problist
var/has_postspawn
// creates a new object and deletes itself
/obj/random/Initialize()
. = ..()
if (!prob(spawn_nothing_percentage))
var/item = spawn_item()
if (has_postspawn && item)
post_spawn(item)
return INITIALIZE_HINT_QDEL
// this function should return a specific item to spawn
/obj/random/proc/item_to_spawn()
return 0
/obj/random/proc/post_spawn(obj/thing)
log_debug("random_obj: [DEBUG_REF(src)] registered itself as having post_spawn, but did not override post_spawn()!")
// creates the random item
/obj/random/proc/spawn_item()
if (spawnlist)
var/itemtype = pick(spawnlist)
. = new itemtype(loc)
else if (problist)
var/itemtype = pickweight(problist)
. = new itemtype(loc)
else
var/itemtype = item_to_spawn()
. = new itemtype(loc)
if (!.)
log_debug("random_obj: [DEBUG_REF(src)] returned null item!")
/obj/random/single
name = "randomly spawned object"
desc = "This item type is used to randomly spawn a given object at round-start"
icon_state = "x3"
var/spawn_object = null
item_to_spawn()
return ispath(spawn_object) ? spawn_object : text2path(spawn_object)
/obj/random/tool
name = "random tool"
desc = "This is a random tool"
icon = 'icons/obj/items.dmi'
icon_state = "welder"
spawnlist = list(
/obj/item/weapon/screwdriver,
/obj/item/weapon/wirecutters,
/obj/item/weapon/weldingtool,
/obj/item/weapon/crowbar,
/obj/item/weapon/wrench,
/obj/item/device/flashlight
)
/obj/random/technology_scanner
name = "random scanner"
desc = "This is a random technology scanner."
icon = 'icons/obj/device.dmi'
icon_state = "atmos"
problist = list(
/obj/item/device/t_scanner = 5,
/obj/item/device/radio = 2,
/obj/item/device/analyzer = 5
)
/obj/random/powercell
name = "random powercell"
desc = "This is a random powercell."
icon = 'icons/obj/power.dmi'
icon_state = "cell"
problist = list(
/obj/item/weapon/cell/crap = 10,
/obj/item/weapon/cell = 40,
/obj/item/weapon/cell/high = 40,
/obj/item/weapon/cell/super = 9,
/obj/item/weapon/cell/hyper = 1
)
/obj/random/bomb_supply
name = "bomb supply"
desc = "This is a random bomb supply."
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = "signaller"
spawnlist = list(
/obj/item/device/assembly/igniter,
/obj/item/device/assembly/prox_sensor,
/obj/item/device/assembly/signaler,
/obj/item/device/multitool
)
/obj/random/toolbox
name = "random toolbox"
desc = "This is a random toolbox."
icon = 'icons/obj/storage.dmi'
icon_state = "red"
spawnlist = list(
/obj/item/weapon/storage/toolbox/mechanical = 3,
/obj/item/weapon/storage/toolbox/electrical = 2,
/obj/item/weapon/storage/toolbox/emergency = 1
)
/obj/random/tech_supply
name = "random tech supply"
desc = "This is a random piece of technology supplies."
icon = 'icons/obj/power.dmi'
icon_state = "cell"
// spawn_nothing_percentage = 50
problist = list(
/obj/random/powercell = 3,
/obj/random/technology_scanner = 2,
/obj/item/weapon/packageWrap = 1,
/obj/random/bomb_supply = 2,
/obj/item/weapon/extinguisher = 1,
/obj/item/clothing/gloves/fyellow = 1,
/obj/item/stack/cable_coil = 3,
/obj/random/toolbox = 2,
/obj/item/weapon/storage/belt/utility = 2,
/obj/random/tool = 5,
/obj/item/weapon/tape_roll = 2
)
/obj/random/medical
name = "Random Medicine"
desc = "This is a random medical item."
icon = 'icons/obj/items.dmi'
icon_state = "brutepack"
spawn_nothing_percentage = 25
problist = list(
/obj/item/stack/medical/bruise_pack = 4,
/obj/item/stack/medical/ointment = 4,
/obj/item/stack/medical/advanced/bruise_pack = 2,
/obj/item/stack/medical/advanced/ointment = 2,
/obj/item/stack/medical/splint = 1,
/obj/item/bodybag = 2,
/obj/item/bodybag/cryobag = 1,
/obj/item/weapon/storage/pill_bottle/kelotane = 2,
/obj/item/weapon/storage/pill_bottle/antitox = 2,
/obj/item/weapon/storage/pill_bottle/tramadol = 2,
/obj/item/weapon/reagent_containers/syringe/antitoxin = 2,
/obj/item/weapon/reagent_containers/syringe/antiviral = 1,
/obj/item/weapon/reagent_containers/syringe/inaprovaline = 2,
/obj/item/stack/nanopaste = 1
)
/obj/random/firstaid
name = "Random First Aid Kit"
desc = "This is a random first aid kit."
icon = 'icons/obj/storage.dmi'
icon_state = "firstaid"
problist = list(
/obj/item/weapon/storage/firstaid/regular = 3,
/obj/item/weapon/storage/firstaid/toxin = 2,
/obj/item/weapon/storage/firstaid/o2 = 2,
/obj/item/weapon/storage/firstaid/adv = 1,
/obj/item/weapon/storage/firstaid/fire = 2
)
/obj/random/contraband
name = "Random Illegal Item"
desc = "Hot Stuff."
icon = 'icons/obj/items.dmi'
icon_state = "purplecomb"
// spawn_nothing_percentage = 50
problist = list(
/obj/item/weapon/storage/pill_bottle/tramadol = 3,
/obj/item/weapon/haircomb = 4,
/obj/item/weapon/storage/pill_bottle/happy = 2,
/obj/item/weapon/storage/pill_bottle/zoom = 2,
/obj/item/weapon/contraband/poster = 5,
/obj/item/weapon/material/butterfly = 2,
/obj/item/weapon/material/butterflyblade = 3,
/obj/item/weapon/material/butterflyhandle = 3,
/obj/item/weapon/material/wirerod = 3,
/obj/item/weapon/material/butterfly/switchblade = 1,
/obj/item/weapon/reagent_containers/syringe/drugs = 1
)
/obj/random/energy
name = "Random Energy Weapon"
desc = "This is a random security weapon."
icon = 'icons/obj/gun.dmi'
icon_state = "energykill100"
problist = list(
/obj/item/weapon/gun/energy/rifle/laser = 2,
/obj/item/weapon/gun/energy/gun = 2,
/obj/item/weapon/gun/energy/stunrevolver = 1
)
/obj/random/projectile
name = "Random Projectile Weapon"
desc = "This is a random security weapon."
icon = 'icons/obj/gun.dmi'
icon_state = "revolver"
problist = list(
/obj/item/weapon/gun/projectile/shotgun/pump = 3,
/obj/item/weapon/gun/projectile/automatic/wt550 = 2,
/obj/item/weapon/gun/projectile/shotgun/pump/combat = 1
)
/obj/random/handgun
name = "Random Handgun"
desc = "This is a random security sidearm."
icon = 'icons/obj/gun.dmi'
icon_state = "secgundark"
problist = list(
/obj/item/weapon/gun/projectile/sec = 3,
/obj/item/weapon/gun/projectile/sec/wood = 1
)
/obj/random/ammo
name = "Random Ammunition"
desc = "This is random ammunition."
icon = 'icons/obj/ammo.dmi'
icon_state = "45-10"
problist = list(
/obj/item/weapon/storage/box/beanbags = 6,
/obj/item/weapon/storage/box/shotgunammo = 2,
/obj/item/weapon/storage/box/shotgunshells = 4,
/obj/item/weapon/storage/box/stunshells = 1,
/obj/item/ammo_magazine/c45m = 2,
/obj/item/ammo_magazine/c45m/rubber = 4,
/obj/item/ammo_magazine/c45m/flash = 4,
/obj/item/ammo_magazine/mc9mmt = 2,
/obj/item/ammo_magazine/mc9mmt/rubber = 6
)
/obj/random/action_figure
name = "random action figure"
desc = "This is a random action figure."
icon = 'icons/obj/toy.dmi'
icon_state = "assistant"
spawnlist = list(
/obj/item/toy/figure/cmo,
/obj/item/toy/figure/assistant,
/obj/item/toy/figure/atmos,
/obj/item/toy/figure/bartender,
/obj/item/toy/figure/borg,
/obj/item/toy/figure/gardener,
/obj/item/toy/figure/captain,
/obj/item/toy/figure/cargotech,
/obj/item/toy/figure/ce,
/obj/item/toy/figure/chaplain,
/obj/item/toy/figure/chef,
/obj/item/toy/figure/chemist,
/obj/item/toy/figure/clown,
/obj/item/toy/figure/corgi,
/obj/item/toy/figure/detective,
/obj/item/toy/figure/dsquad,
/obj/item/toy/figure/engineer,
/obj/item/toy/figure/geneticist,
/obj/item/toy/figure/hop,
/obj/item/toy/figure/hos,
/obj/item/toy/figure/qm,
/obj/item/toy/figure/janitor,
/obj/item/toy/figure/agent,
/obj/item/toy/figure/librarian,
/obj/item/toy/figure/md,
/obj/item/toy/figure/mime,
/obj/item/toy/figure/miner,
/obj/item/toy/figure/ninja,
/obj/item/toy/figure/wizard,
/obj/item/toy/figure/rd,
/obj/item/toy/figure/roboticist,
/obj/item/toy/figure/scientist,
/obj/item/toy/figure/syndie,
/obj/item/toy/figure/secofficer,
/obj/item/toy/figure/warden,
/obj/item/toy/figure/psychologist,
/obj/item/toy/figure/paramedic,
/obj/item/toy/figure/ert
)
/obj/random/plushie
name = "random plushie"
desc = "This is a random plushie."
icon = 'icons/obj/toy.dmi'
icon_state = "nymphplushie"
spawnlist = list(
/obj/structure/plushie/ian,
/obj/structure/plushie/drone,
/obj/structure/plushie/carp,
/obj/structure/plushie/beepsky,
/obj/item/toy/plushie/nymph,
/obj/item/toy/plushie/mouse,
/obj/item/toy/plushie/kitten,
/obj/item/toy/plushie/lizard
)
/obj/random/smalltank
name = "random small tank"
/obj/random/smalltank/item_to_spawn()
if (prob(40))
return /obj/item/weapon/tank/emergency_oxygen
else if (prob(60))
return /obj/item/weapon/tank/emergency_oxygen/engi
else
return /obj/item/weapon/tank/emergency_oxygen/double
/obj/random/belt
name = "random belt"
problist = list(
/obj/item/weapon/storage/belt/utility = 1,
/obj/item/weapon/storage/belt/medical = 0.4,
/obj/item/weapon/storage/belt/medical/emt = 0.4,
/obj/item/weapon/storage/belt/security/tactical = 0.1,
/obj/item/weapon/storage/belt/military = 0.1,
/obj/item/weapon/storage/belt/janitor = 0.4
)
// Spawns a random backpack.
// Novelty and rare backpacks have lower weights.
/obj/random/backpack
name = "random backpack"
problist = list(
/obj/item/weapon/storage/backpack = 3,
/obj/item/weapon/storage/backpack/holding = 0.5,
/obj/item/weapon/storage/backpack/cultpack = 2,
/obj/item/weapon/storage/backpack/clown = 2,
/obj/item/weapon/storage/backpack/medic = 3,
/obj/item/weapon/storage/backpack/security = 3,
/obj/item/weapon/storage/backpack/captain = 2,
/obj/item/weapon/storage/backpack/industrial = 3,
/obj/item/weapon/storage/backpack/toxins = 3,
/obj/item/weapon/storage/backpack/hydroponics = 3,
/obj/item/weapon/storage/backpack/genetics = 3,
/obj/item/weapon/storage/backpack/virology = 3,
/obj/item/weapon/storage/backpack/chemistry = 3,
/obj/item/weapon/storage/backpack/cloak = 2,
/obj/item/weapon/storage/backpack/syndie = 2,
/obj/item/weapon/storage/backpack/wizard = 2,
/obj/item/weapon/storage/backpack/satchel = 3,
/obj/item/weapon/storage/backpack/satchel_norm = 3,
/obj/item/weapon/storage/backpack/satchel_eng = 3,
/obj/item/weapon/storage/backpack/satchel_med = 3,
/obj/item/weapon/storage/backpack/satchel_vir = 3,
/obj/item/weapon/storage/backpack/satchel_chem = 3,
/obj/item/weapon/storage/backpack/satchel_gen = 3,
/obj/item/weapon/storage/backpack/satchel_tox = 3,
/obj/item/weapon/storage/backpack/satchel_sec = 3,
/obj/item/weapon/storage/backpack/satchel_hyd = 3,
/obj/item/weapon/storage/backpack/satchel_cap = 2,
/obj/item/weapon/storage/backpack/satchel_syndie = 2,
/obj/item/weapon/storage/backpack/satchel_wizard = 2,
/obj/item/weapon/storage/backpack/ert = 2,
/obj/item/weapon/storage/backpack/ert/security = 2,
/obj/item/weapon/storage/backpack/ert/engineer = 2,
/obj/item/weapon/storage/backpack/ert/medical = 2,
/obj/item/weapon/storage/backpack/duffel = 3,
/obj/item/weapon/storage/backpack/duffel/cap = 2,
/obj/item/weapon/storage/backpack/duffel/hyd = 3,
/obj/item/weapon/storage/backpack/duffel/vir = 3,
/obj/item/weapon/storage/backpack/duffel/med = 3,
/obj/item/weapon/storage/backpack/duffel/eng = 3,
/obj/item/weapon/storage/backpack/duffel/tox = 3,
/obj/item/weapon/storage/backpack/duffel/sec = 3,
/obj/item/weapon/storage/backpack/duffel/gen = 3,
/obj/item/weapon/storage/backpack/duffel/chem = 3,
/obj/item/weapon/storage/backpack/duffel/syndie = 2,
/obj/item/weapon/storage/backpack/duffel/wizard = 2
)
/obj/random/voidsuit
name = "random voidsuit"
var/damaged = 0
var/list/suitmap = list(
/obj/item/clothing/suit/space/void = /obj/item/clothing/head/helmet/space/void,
/obj/item/clothing/suit/space/void/engineering = /obj/item/clothing/head/helmet/space/void/engineering,
/obj/item/clothing/suit/space/void/mining = /obj/item/clothing/head/helmet/space/void/mining,
/obj/item/clothing/suit/space/void/medical = /obj/item/clothing/head/helmet/space/void/medical,
/obj/item/clothing/suit/space/void/security = /obj/item/clothing/head/helmet/space/void/security,
/obj/item/clothing/suit/space/void/atmos = /obj/item/clothing/head/helmet/space/void/atmos,
/obj/item/clothing/suit/space/void/merc = /obj/item/clothing/head/helmet/space/void/merc,
/obj/item/clothing/suit/space/void/captain = /obj/item/clothing/head/helmet/space/void/merc
)
problist = list(
/obj/item/clothing/suit/space/void = 2,
/obj/item/clothing/suit/space/void/engineering = 2,
/obj/item/clothing/suit/space/void/mining = 2,
/obj/item/clothing/suit/space/void/medical = 2.3,
/obj/item/clothing/suit/space/void/security = 1,
/obj/item/clothing/suit/space/void/atmos = 1.5,
/obj/item/clothing/suit/space/void/merc = 0.5,
/obj/item/clothing/suit/space/void/captain = 0.3
)
has_postspawn = TRUE
/obj/random/voidsuit/Initialize(mapload, _damaged = 0)
damaged = _damaged
. = ..(mapload)
/obj/random/voidsuit/post_spawn(obj/item/clothing/suit/space/void/suit)
var/helmet = suitmap[suit.type]
if (helmet)
new helmet(loc)
else
log_debug("random_obj (voidsuit): Type [suit.type] was unable to spawn a matching helmet!")
new /obj/item/clothing/shoes/magboots(loc)
if (damaged && prob(60))
suit.create_breaches(pick(BRUTE, BURN), rand(1, 5))
/obj/random/vendor
name = "random vendor"
var/depleted = 0
problist = list(
/obj/machinery/vending/boozeomat = 1,
/obj/machinery/vending/coffee = 1,
/obj/machinery/vending/snack = 1,
/obj/machinery/vending/cola = 1,
/obj/machinery/vending/cart = 1.5,
/obj/machinery/vending/cigarette = 1,
/obj/machinery/vending/medical = 1.2,
/obj/machinery/vending/phoronresearch = 0.7,
/obj/machinery/vending/security = 0.3,
/obj/machinery/vending/hydronutrients = 1,
/obj/machinery/vending/hydroseeds = 1,
/obj/machinery/vending/magivend = 0.5, //The things it dispenses are just costumes to non-wizards
/obj/machinery/vending/dinnerware = 1,
/obj/machinery/vending/sovietsoda = 2,
/obj/machinery/vending/tool = 1,
/obj/machinery/vending/engivend = 0.6,
/obj/machinery/vending/engineering = 1,
/obj/machinery/vending/robotics = 1
)
has_postspawn = TRUE
/obj/random/vendor/Initialize(mapload, _depleted = 0)
depleted = _depleted
. = ..()
/obj/random/vendor/post_spawn(obj/machinery/vending/V)
if (!depleted)
return
//Greatly reduce the contents. it will have 0-20% of what it usually has
for (var/content in V.products)
if (prob(40))
V.products[content] = 0 //40% chance to completely lose an item
else
var/multiplier = rand(0,20) //Else, we reduce it to a very low percentage
if (multiplier)
multiplier /= 100
V.products[content] *= multiplier
if (V.products[content] < 1 && V.products[content] > 0) //But we'll usually have at least 1 left
V.products[content] = 0
// Clamp to an integer so we don't get 0.78 of a screwdriver.
V.products[content] = round(V.products[content])
/obj/random/pda_cart/item_to_spawn()
var/list/options = typesof(/obj/item/weapon/cartridge)
var/type = pick(options)
//reroll syndicate cartridge once to make it less common
if (type == /obj/item/weapon/cartridge/syndicate)
type = pick(options)
return type
/obj/random/glowstick
name = "random glowstick"
desc = "This is a random glowstick."
icon = 'icons/obj/glowsticks.dmi'
icon_state = "glowstick"
spawnlist = list(
/obj/item/device/flashlight/glowstick,
/obj/item/device/flashlight/glowstick/red,
/obj/item/device/flashlight/glowstick/blue,
/obj/item/device/flashlight/glowstick/orange,
/obj/item/device/flashlight/glowstick/yellow
)
/obj/random/booze
name = "random alcoholic drink"
desc = "This is a random alcoholic drink."
icon = 'icons/obj/drinks.dmi'
icon_state = "broken_bottle"
spawnlist = list(
/obj/item/weapon/reagent_containers/food/drinks/bottle/gin,
/obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey,
/obj/item/weapon/reagent_containers/food/drinks/bottle/vodka,
/obj/item/weapon/reagent_containers/food/drinks/bottle/tequilla,
/obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing,
/obj/item/weapon/reagent_containers/food/drinks/bottle/rum,
/obj/item/weapon/reagent_containers/food/drinks/bottle/vermouth,
/obj/item/weapon/reagent_containers/food/drinks/bottle/kahlua,
/obj/item/weapon/reagent_containers/food/drinks/bottle/cognac,
/obj/item/weapon/reagent_containers/food/drinks/bottle/wine,
/obj/item/weapon/reagent_containers/food/drinks/bottle/absinthe,
/obj/item/weapon/reagent_containers/food/drinks/bottle/melonliquor,
/obj/item/weapon/reagent_containers/food/drinks/bottle/pwine,
/obj/item/weapon/reagent_containers/food/drinks/bottle/brandy,
/obj/item/weapon/reagent_containers/food/drinks/bottle/guinnes,
/obj/item/weapon/reagent_containers/food/drinks/bottle/drambuie,
/obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer,
/obj/item/weapon/reagent_containers/food/drinks/bottle/small/ale
)
/obj/random/melee
name = "random melee weapon"
desc = "This is a random melee weapon."
icon = 'icons/obj/weapons.dmi'
icon_state = "baton"
spawnlist = list(
/obj/item/weapon/melee/telebaton,
/obj/item/weapon/melee/energy/sword,
/obj/item/weapon/melee/energy/sword/pirate,
/obj/item/weapon/melee/energy/glaive,
/obj/item/weapon/melee/chainsword,
/obj/item/weapon/melee/baton/stunrod,
/obj/item/weapon/material/harpoon,
/obj/item/weapon/material/twohanded/spear/plasteel,
/obj/random/sword,
/obj/item/weapon/melee/hammer,
/obj/item/weapon/material/twohanded/fireaxe,
/obj/item/weapon/melee/classic_baton
)
/obj/random/coin
name = "random coin"
desc = "This is a random coin."
icon = 'icons/obj/items.dmi'
icon_state = "coin"
problist = list(
/obj/item/weapon/coin/silver = 3,
/obj/item/weapon/coin/gold = 0.7,
/obj/item/weapon/coin/phoron = 0.5,
/obj/item/weapon/coin/uranium = 0.5,
/obj/item/weapon/coin/platinum = 0.2,
/obj/item/weapon/coin/diamond = 0.1
)
/obj/random/energy_antag
name = "random energy weapon"
desc = "This is a random energy weapon."
icon = 'icons/obj/gun.dmi'
icon_state = "retro100"
spawnlist = list(
/obj/item/weapon/gun/energy/retro,
/obj/item/weapon/gun/energy/xray,
/obj/item/weapon/gun/energy/gun,
/obj/item/weapon/gun/energy/pistol,
/obj/item/weapon/gun/energy/rifle,
/obj/item/weapon/gun/energy/mindflayer,
/obj/item/weapon/gun/energy/toxgun,
/obj/item/weapon/gun/energy/vaurca/gatlinglaser,
/obj/item/weapon/gun/energy/vaurca/blaster,
/obj/item/weapon/gun/energy/crossbow/largecrossbow,
/obj/item/weapon/gun/energy/rifle/laser/xray,
/obj/item/weapon/gun/energy/net
)
/obj/random/colored_jumpsuit
name = "random colored jumpsuit"
desc = "This is a random colowerd jumpsuit."
icon = 'icons/obj/clothing/uniforms.dmi'
icon_state = "black"
spawnlist = list(
/obj/item/clothing/under/color/black,
/obj/item/clothing/under/color/blackf,
/obj/item/clothing/under/color/blue,
/obj/item/clothing/under/color/green,
/obj/item/clothing/under/color/grey,
/obj/item/clothing/under/color/orange,
/obj/item/clothing/under/color/pink,
/obj/item/clothing/under/color/red,
/obj/item/clothing/under/color/white,
/obj/item/clothing/under/color/yellow,
/obj/item/clothing/under/lightblue,
/obj/item/clothing/under/aqua,
/obj/item/clothing/under/purple,
/obj/item/clothing/under/lightpurple,
/obj/item/clothing/under/lightgreen,
/obj/item/clothing/under/lightbrown,
/obj/item/clothing/under/brown,
/obj/item/clothing/under/yellowgreen,
/obj/item/clothing/under/darkblue,
/obj/item/clothing/under/lightred,
/obj/item/clothing/under/darkred
)
/obj/random/loot
name = "random maintenance loot items"
desc = "Stuff for the maint-dwellers."
icon = 'icons/obj/items.dmi'
icon_state = "gift3"
problist = list(
/obj/item/clothing/glasses/meson = 1,
/obj/item/clothing/glasses/meson/prescription = 0.7,
/obj/item/clothing/glasses/material = 0.8,
/obj/item/clothing/glasses/sunglasses = 1.5,
/obj/item/clothing/glasses/welding = 1.2,
/obj/item/clothing/under/captain_fly = 0.5,
/obj/item/clothing/under/rank/mailman = 0.6,
/obj/item/clothing/under/rank/vice = 0.8,
/obj/item/clothing/under/assistantformal = 1,
/obj/item/clothing/under/rainbow = 0.9,
/obj/item/clothing/under/overalls = 1,
/obj/item/clothing/under/redcoat = 0.5,
/obj/item/clothing/under/serviceoveralls = 1,
/obj/item/clothing/under/psyche = 0.5,
/obj/item/clothing/under/rank/dispatch = 0.8,
/obj/item/clothing/under/syndicate/tacticool = 1,
/obj/item/clothing/under/syndicate/tracksuit = 0.2,
/obj/item/clothing/under/rank/clown = 0.1,
/obj/item/clothing/under/mime = 0.1,
/obj/item/clothing/accessory/badge = 0.2,
/obj/item/clothing/accessory/badge/old = 0.2,
/obj/item/clothing/accessory/storage/webbing = 0.6,
/obj/item/clothing/accessory/storage/knifeharness = 0.3,
/obj/item/clothing/head/collectable/petehat = 0.3,
/obj/item/clothing/head/hardhat = 1.2,
/obj/item/clothing/head/redcoat = 0.4,
/obj/item/clothing/head/syndicatefake = 0.5,
/obj/item/clothing/head/richard = 0.3,
/obj/item/clothing/head/soft/rainbow = 0.7,
/obj/item/clothing/head/plaguedoctorhat = 0.5,
/obj/item/clothing/head/cueball = 0.5,
/obj/item/clothing/head/pirate = 0.4,
/obj/item/clothing/head/bearpelt = 0.4,
/obj/item/clothing/head/witchwig = 0.5,
/obj/item/clothing/head/pumpkinhead = 0.6,
/obj/item/clothing/head/kitty = 0.2,
/obj/item/clothing/head/ushanka = 0.6,
/obj/item/clothing/head/helmet/augment = 0.1,
/obj/item/clothing/mask/balaclava = 1,
/obj/item/clothing/mask/gas = 1.5,
/obj/item/clothing/mask/gas/cyborg = 0.7,
/obj/item/clothing/mask/gas/owl_mask = 0.8,
/obj/item/clothing/mask/gas/syndicate = 0.4,
/obj/item/clothing/mask/fakemoustache = 0.4,
/obj/item/clothing/mask/horsehead = 0.9,
/obj/item/clothing/mask/gas/clown_hat = 0.1,
/obj/item/clothing/mask/gas/mime = 0.1,
/obj/item/clothing/shoes/rainbow = 1,
/obj/item/clothing/shoes/jackboots = 1,
/obj/item/clothing/shoes/workboots = 1,
/obj/item/clothing/shoes/cyborg = 0.4,
/obj/item/clothing/shoes/galoshes = 0.6,
/obj/item/clothing/shoes/slippers_worn = 0.5,
/obj/item/clothing/shoes/combat = 0.2,
/obj/item/clothing/shoes/clown_shoes = 0.1,
/obj/item/clothing/suit/storage/hazardvest = 1,
/obj/item/clothing/suit/storage/leather_jacket/nanotrasen = 0.7,
/obj/item/clothing/suit/ianshirt = 0.5,
/obj/item/clothing/suit/syndicatefake = 0.6,
/obj/item/clothing/suit/imperium_monk = 0.4,
/obj/item/clothing/suit/storage/vest = 0.2,
/obj/item/clothing/gloves/black = 1,
/obj/item/clothing/gloves/fyellow = 1.2,
/obj/item/clothing/gloves/yellow = 0.9,
/obj/item/clothing/gloves/watch = 0.3,
/obj/item/clothing/gloves/boxing = 0.3,
/obj/item/clothing/gloves/boxing/green = 0.3,
/obj/item/clothing/gloves/botanic_leather = 0.7,
/obj/item/clothing/gloves/combat = 0.2,
/obj/item/toy/bosunwhistle = 0.5,
/obj/item/toy/balloon = 0.4,
/obj/item/weapon/haircomb = 0.5,
/obj/item/weapon/lipstick = 0.6,
/obj/item/weapon/material/knife/hook = 0.3,
/obj/item/weapon/material/hatchet/tacknife = 0.4,
/obj/item/weapon/storage/fancy/cigarettes/dromedaryco = 1.2,
/obj/item/weapon/storage/bag/plasticbag = 1,
/obj/item/weapon/extinguisher = 1.3,
/obj/item/weapon/extinguisher/mini = 0.9,
/obj/item/device/flashlight = 1,
/obj/item/device/flashlight/heavy = 0.5,
/obj/item/device/flashlight/maglight = 0.4,
/obj/item/device/flashlight/flare = 0.5,
/obj/item/device/flashlight/lantern = 0.4,
/obj/item/device/taperecorder = 0.6,
/obj/item/weapon/reagent_containers/food/drinks/teapot = 0.4,
/obj/item/weapon/reagent_containers/food/drinks/flask/shiny = 0.3,
/obj/item/weapon/reagent_containers/food/drinks/flask/lithium = 0.3,
/obj/item/bodybag = 0.7,
/obj/item/weapon/reagent_containers/spray/cleaner = 0.6,
/obj/item/weapon/tank/emergency_oxygen = 0.7,
/obj/item/weapon/tank/emergency_oxygen/double = 0.4,
/obj/item/clothing/mask/smokable/pipe/cobpipe = 0.5,
/obj/item/clothing/mask/smokable/cigarette/cigar/cohiba = 0.7,
/obj/item/weapon/flame/lighter = 0.9,
/obj/item/weapon/flame/lighter/zippo = 0.7,
/obj/item/device/gps/engineering = 0.6,
/obj/item/device/megaphone = 0.5,
/obj/item/device/floor_painter = 0.6,
/obj/random/toolbox = 1,
/obj/random/coin = 1.2,
/obj/random/tech_supply = 1.2,
/obj/random/powercell = 0.8,
/obj/random/colored_jumpsuit = 0.7,
/obj/random/booze = 1.1,
/obj/random/belt = 0.9,
/obj/random/backpack = 0.7,
/obj/random/contraband = 0.9,
/obj/random/firstaid = 0.4,
/obj/random/medical = 0.4,
/obj/random/glowstick = 0.7,
/obj/item/weapon/caution/cone = 0.7,
/obj/item/weapon/staff/broom = 0.5,
/obj/item/weapon/soap = 0.4,
/obj/item/weapon/storage/box/donkpockets = 0.6,
/obj/item/weapon/contraband/poster = 1.3,
/obj/item/device/magnetic_lock/security = 0.3,
/obj/item/device/magnetic_lock/engineering = 0.3,
/obj/item/weapon/shovel = 0.5,
/obj/item/weapon/pickaxe = 0.4,
/obj/item/weapon/inflatable_duck = 0.2,
/obj/random/hoodie = 0.5
)
/obj/random/hoodie
name = "random winter coat"
desc = "This is a random winter coat."
icon = 'icons/obj/hoodies.dmi'
icon_state = "coatwinter"
problist = list(
/obj/item/clothing/suit/storage/hooded/wintercoat = 5,
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering = 3,
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering/atmos = 3,
/obj/item/clothing/suit/storage/hooded/wintercoat/medical = 3,
/obj/item/clothing/suit/storage/hooded/wintercoat/science = 3,
/obj/item/clothing/suit/storage/hooded/wintercoat/hydro = 3,
/obj/item/clothing/suit/storage/hooded/wintercoat/cargo = 3,
/obj/item/clothing/suit/storage/hooded/wintercoat/miner = 3,
/obj/item/clothing/suit/storage/hooded/wintercoat/security = 2,
/obj/item/clothing/suit/storage/hooded/wintercoat/captain = 1
)
/obj/random/highvalue
name = "random high valuable item"
desc = "This is a random high valuable item."
icon = 'icons/obj/items.dmi'
icon_state = "coin_diamond"
problist = list(
/obj/item/bluespace_crystal = 7,
/obj/item/weapon/storage/secure/briefcase/money = 5,
/obj/item/stack/telecrystal{amount = 10} = 7,
/obj/item/clothing/suit/armor/reactive = 0.5,
/obj/item/clothing/glasses/thermal = 0.5,
/obj/item/weapon/gun/projectile/automatic/rifle/shotgun = 0.5,
/obj/random/sword = 0.5,
/obj/item/weapon/gun/energy/lawgiver = 0.5,
/obj/item/weapon/melee/energy/axe = 0.5,
/obj/item/weapon/gun/projectile/automatic/terminator = 0.5,
/obj/item/weapon/rig/military = 0.5,
/obj/item/weapon/rig/unathi/fancy = 0.5,
/obj/item/clothing/mask/ai = 0.5
)
/obj/random/junk
name = "random trash"
desc = "This is toss."
icon = 'icons/obj/trash.dmi'
icon_state = "koisbar"
spawn_nothing_percentage = 5
problist = list(
/obj/item/trash/koisbar = 0.5,
/obj/item/trash/raisins = 1,
/obj/item/trash/candy = 1,
/obj/item/trash/cheesie = 2,
/obj/item/trash/chips = 0.75,
/obj/item/trash/popcorn = 0.75,
/obj/item/trash/sosjerky = 0.5,
/obj/item/trash/syndi_cakes = 0.25,
/obj/item/trash/waffles = 0.75,
/obj/item/trash/plate = 0.75,
/obj/item/trash/snack_bowl = 0.75,
/obj/item/trash/pistachios = 0.75,
/obj/item/trash/semki = 0.5,
/obj/item/trash/tray = 0.75,
/obj/item/trash/candle = 0.75,
/obj/item/trash/liquidfood = 0.75,
/obj/item/trash/tastybread= 0.75,
/obj/item/trash/meatsnack = 0.5,
/obj/item/trash/maps = 0.5,
/obj/effect/decal/cleanable/ash = 1.5,
/obj/effect/decal/cleanable/dirt = 2,
/obj/effect/decal/cleanable/flour = 1,
/obj/effect/decal/cleanable/greenglow = 1,
/obj/effect/decal/cleanable/molten_item = 1,
/obj/effect/decal/cleanable/vomit = 2,
/obj/effect/decal/cleanable/generic = 2,
/obj/effect/decal/cleanable/liquid_fuel = 0.5,
/obj/effect/decal/cleanable/mucus = 1.5,
/obj/effect/decal/cleanable/blood/drip = 1.5,
/obj/item/weapon/storage/box = 1,
/obj/item/weapon/material/shard = 1,
/obj/item/weapon/material/shard/shrapnel = 1,
/obj/item/weapon/broken_bottle = 1,
/obj/item/stack/material/cardboard = 1,
/obj/item/stack/rods = 1,
/obj/item/weapon/corncob = 1,
/obj/item/weapon/paper/crumpled = 1,
/obj/item/inflatable/torn = 1,
/obj/item/ammo_casing/c45/rubber = 0.5,
/obj/item/ammo_casing/c9mm/rubber = 0.5,
/obj/item/ammo_casing/c45/flash = 0.5,
/obj/item/ammo_casing/shotgun/beanbag = 0.5
)
//Sometimes the chef will have spare oil in storage.
//Sometimes they wont, and will need to order it from cargo
//Variety is the spice of life!
/obj/random/cookingoil
name = "random cooking oil"
desc = "Has a 50% chance of spawning a tank of cooking oil, otherwise nothing"
icon = 'icons/obj/objects.dmi'
icon_state = "oiltank"
spawn_nothing_percentage = 50
spawnlist = list(
/obj/structure/reagent_dispensers/cookingoil
)
/obj/random/sword
name = "random sword"
desc = "This is a random sword."
icon = 'icons/obj/weapons.dmi'
icon_state = "claymore"
spawnlist = list(
/obj/item/weapon/material/sword,
/obj/item/weapon/material/sword/katana,
/obj/item/weapon/material/sword/rapier,
/obj/item/weapon/material/sword/longsword,
/obj/item/weapon/material/sword/trench,
/obj/item/weapon/material/sword/sabre,
/obj/item/weapon/material/sword/axe,
/obj/item/weapon/material/sword/khopesh,
/obj/item/weapon/material/sword/dao,
/obj/item/weapon/material/sword/gladius
)