Files
Aurora.3/code/game/objects/random/random.dm
Alberyk b4fa4a8b3a Baystation12 merchant port (#3155)
Port of the merchant mechanics from baystation12.
All of the trader, prices and most essential system are done, as well the job datum and the like. Mapping the shuttle, the base and a new dock will be done in a later pr.
Also adds phazon construction and several other items used in this pr.
The chance of the merchant slow being open at round start can be changed via the config, it is 20% by default.
2017-08-04 21:36:04 +03:00

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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/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 = 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/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/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/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
)