Files
Aurora.3/code/game/objects/random/random.dm
BurgerLUA 902173f22b Mental Medication Overhaul, Smoking, and Breathing Reagents (#4220)
Overview
With the new implementation of Brain Trauma, I find it would be best for the antidepressants to include some relation to it. Obviously, Lord Fowl was away ahead of me and implemented them in the update already, but not the way that I would like it to be implemented.

Antidepressants
Currently, taking antidepressants suppress brain trauma conditions, however the suppression of brain trauma is not relative to the strength and dosage of the medication much like actual antidepressants. This proof-of-concept update now introduces a framework that factors in the dosage of the medication when it comes to applying or removing brain trauma effects, as well as adds harsher penalties for missing dosages which are relative to your regular dose.

Additional antidepressants are added to the update. Antidepressants are no longer a "one pill cures all" but many pills that cures 1-4 things. There are also two additional medications that act as some sort of loyalty pill, and a pill that acts as a disloyalty pill. The messages for the disloyalty pill only express rebellious nature, and isn't meant as a pill that gives an excuse to antagonize.

The following brain traumas are no longer cured by pills:

Dumbness
Gerstmann Syndrome
Cerebral Near-Blindness
Mutism
Cerebral Blindness
Paralysis
Narcolepsy
Discoordination
Aphasia
Smoking Cigarettes and Cigars
All cigarettes and cigars have a tobacco and nicotine reagent. These reagents slowly deals minor organ damage to certain organs while acting as a very mild painkiller, antidepressant, and stimulant. Like before, cigarettes can be injected with additional medicine, however the medicine is applied over time while you're smoking it, instead of all at once. Custom cigarettes can be made in the biogenerator, our found elsewhere, and can hold up to 15 units of reagents.

Breathing
Breathing emotes are played every second. Before, being in a smoke cloud would force you to "eat" the smoke. This update fixes it so that the smoke is breathed in instead. Currently, there isn't really any change, but it adds potential for new reagent effects such as inhalers or gassing people properly. If you have a mask with internals on, you're immune to the effects.

Additional Changes
Most reagents had no effect if they had less than 0.01 metabolism. This update fixes that so that most reagents can metabolize at less than 0.01. Painkillers and other special reagents still have a similar cap.

Discussion thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=10261
2018-03-25 21:51:27 +03:00

942 lines
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Plaintext

/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/storage/pill_bottle/happy = 2,
/obj/item/weapon/storage/pill_bottle/zoom = 2,
/obj/item/weapon/reagent_containers/glass/beaker/vial/random/toxin = 1,
/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/melee/baton/cattleprod = 1,
/obj/item/weapon/material/hatchet/tacknife = 1,
/obj/item/weapon/material/kitchen/utensil/knife/boot = 2,
/obj/item/weapon/storage/secure/briefcase/money = 1,
/obj/item/weapon/material/butterfly/switchblade = 1,
/obj/item/weapon/reagent_containers/syringe/drugs = 1,
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/libertycap = 2,
/obj/item/weapon/reagent_containers/food/snacks/grown/ambrosiavulgaris = 2,
/obj/item/weapon/reagent_containers/food/snacks/grown/ambrosiadeus = 1,
/obj/item/seeds/ambrosiavulgarisseed = 2,
/obj/item/seeds/ambrosiadeusseed = 1,
/obj/item/clothing/mask/gas/voice = 1,
/obj/item/clothing/gloves/brassknuckles = 2
)
/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/structure/plushie/ivancarp,
/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 = 1,
/obj/item/weapon/storage/backpack/wizard = 1,
/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 = 1,
/obj/item/weapon/storage/backpack/satchel_syndie = 1,
/obj/item/weapon/storage/backpack/satchel_wizard = 1,
/obj/item/weapon/storage/backpack/ert = 1,
/obj/item/weapon/storage/backpack/ert/security = 1,
/obj/item/weapon/storage/backpack/ert/engineer = 1,
/obj/item/weapon/storage/backpack/ert/medical = 1,
/obj/item/weapon/storage/backpack/duffel = 3,
/obj/item/weapon/storage/backpack/duffel/cap = 1,
/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 = 1,
/obj/item/weapon/storage/backpack/duffel/wizard = 1,
/obj/item/weapon/storage/backpack/messenger = 2,
/obj/item/weapon/storage/backpack/messenger/chem = 2,
/obj/item/weapon/storage/backpack/messenger/med = 2,
/obj/item/weapon/storage/backpack/messenger/viro = 2,
/obj/item/weapon/storage/backpack/messenger/tox = 2,
/obj/item/weapon/storage/backpack/messenger/gen = 2,
/obj/item/weapon/storage/backpack/messenger/com = 1,
/obj/item/weapon/storage/backpack/messenger/engi = 2,
/obj/item/weapon/storage/backpack/messenger/hyd = 2,
/obj/item/weapon/storage/backpack/messenger/sec = 2,
/obj/item/weapon/storage/backpack/messenger/syndie = 1,
/obj/item/weapon/storage/backpack/messenger/wizard = 1
)
/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/captain
)
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,
/obj/machinery/vending/tacticool = 0.2,
/obj/machinery/vending/tacticool/ert = 0.1
)
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/champagne,
/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/cremeyvette,
/obj/item/weapon/reagent_containers/food/drinks/bottle/cremewhite,
/obj/item/weapon/reagent_containers/food/drinks/bottle/chartreuseyellow,
/obj/item/weapon/reagent_containers/food/drinks/bottle/chartreusegreen,
/obj/item/weapon/reagent_containers/food/drinks/bottle/grenadine,
/obj/item/weapon/reagent_containers/food/drinks/bottle/bluecuracao,
/obj/item/weapon/reagent_containers/food/drinks/bottle/bitters,
/obj/item/weapon/reagent_containers/food/drinks/bottle/champagne,
/obj/item/weapon/reagent_containers/food/drinks/bottle/mintsyrup,
/obj/item/weapon/reagent_containers/food/drinks/bottle/sarezhiwine,
/obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer,
/obj/item/weapon/reagent_containers/food/drinks/bottle/small/ale,
/obj/item/weapon/reagent_containers/food/drinks/bottle/small/xuizijuice
)
/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/random/sword,
/obj/item/weapon/melee/hammer,
/obj/item/weapon/melee/hammer/powered,
/obj/item/weapon/material/twohanded/fireaxe,
/obj/item/weapon/melee/classic_baton,
/obj/item/weapon/material/twohanded/pike,
/obj/item/weapon/material/twohanded/pike/halberd,
/obj/item/weapon/material/twohanded/pike/pitchfork,
/obj/item/weapon/melee/whip
)
/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/iron = 5,
/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/spacecash
name = "random credit chips"
desc = "This is a random credit ships."
icon = 'icons/obj/items.dmi'
icon_state = "spacecash1"
problist = list(
/obj/item/weapon/spacecash/c1 = 6,
/obj/item/weapon/spacecash/c10 = 3,
/obj/item/weapon/spacecash/c20 = 2,
/obj/item/weapon/spacecash/c50 = 1,
/obj/item/weapon/spacecash/c100 = 0.3,
/obj/item/weapon/spacecash/c200 = 0.2,
/obj/item/weapon/spacecash/c1000 = 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/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,
/obj/item/weapon/gun/energy/rifle/laser,
/obj/item/weapon/gun/energy/rifle/laser/heavy,
/obj/item/weapon/gun/energy/rifle/laser/xray,
/obj/item/weapon/gun/energy/net,
/obj/item/weapon/gun/energy/laser/shotgun,
/obj/item/weapon/gun/energy/decloner
)
/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/storage/webbing = 0.6,
/obj/item/clothing/accessory/storage/knifeharness = 0.3,
/obj/item/clothing/head/collectable/petehat = 0.1,
/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 = 0.5,
/obj/item/clothing/mask/gas/syndicate = 0.4,
/obj/item/clothing/mask/fakemoustache = 0.4,
/obj/item/clothing/mask/horsehead = 0.5,
/obj/item/clothing/mask/gas/clown_hat = 0.1,
/obj/item/clothing/mask/gas/mime = 0.1,
/obj/item/clothing/mask/pig = 0.3,
/obj/item/clothing/mask/muzzle = 0.2,
/obj/item/clothing/mask/luchador = 0.1,
/obj/item/clothing/mask/luchador/tecnicos = 0.1,
/obj/item/clothing/mask/luchador/rudos = 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/shoes/winter = 0.3,
/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/clothing/gloves/latex = 0.5,
/obj/item/clothing/gloves/latex/nitrile = 0.4,
/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 = 1.2,
/obj/item/weapon/storage/fancy/cigarettes/dromedaryco = 0.8,
/obj/item/weapon/storage/fancy/cigarettes/killthroat = 0.3,
/obj/item/weapon/storage/fancy/cigarettes/custom = 1,
/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/reagent_containers/spray/sterilizine = 0.4,
/obj/item/weapon/reagent_containers/spray/waterflower = 0.2,
/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/item/device/wormhole_jaunter = 0.1,
/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/random/tool = 1,
/obj/random/plushie = 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/fancy/crayons = 0.5,
/obj/item/weapon/storage/box/donkpockets = 0.6,
/obj/item/weapon/storage/box/masks = 0.5,
/obj/item/weapon/storage/box/syringes = 0.3,
/obj/item/weapon/storage/box/smokebombs = 0.1,
/obj/item/weapon/storage/box/drinkingglasses = 0.2,
/obj/item/weapon/storage/box/condimentbottles = 0.2,
/obj/item/weapon/storage/box/mousetraps = 0.3,
/obj/item/weapon/storage/box/lights = 0.5,
/obj/item/weapon/storage/box/lights/coloredmixed = 0.2,
/obj/item/weapon/storage/box/lights/colored/red = 0.1,
/obj/item/weapon/storage/box/lights/colored/green = 0.1,
/obj/item/weapon/storage/box/lights/colored/blue = 0.1,
/obj/item/weapon/storage/box/lights/colored/cyan = 0.1,
/obj/item/weapon/storage/box/lights/colored/yellow = 0.1,
/obj/item/weapon/storage/box/lights/colored/magenta = 0.1,
/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/junk = 0.9,
/obj/item/weapon/spacecash/ewallet/lotto = 0.3,
/obj/random/spacecash = 0.3,
/obj/item/device/firing_pin = 0.3
)
/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 = 5,
/obj/item/stack/telecrystal{amount = 10} = 5,
/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/weapon/anomaly_core = 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
)