Files
Aurora.3/code/modules/mining/abandonedcrates.dm
BurgerLUA 9da929d4a1 Custom Kinetic Accelerators (#4802)
This is honestly one of my biggest and most ambitious projects. I hope people are happy with this.

Custom kinetic accelerators are special, customizable mining weapons that are meant to give a sense of progression, and a sense of pride and accomplishment while mining. Each custom KA is made up of 3 or 4 parts:

The Frame (5 to choose from)
The Cell (5 to choose from, +1 traitor)
The Barrel (5 to choose from, +1 traitor)
The Upgrade Chip (7 to choose from, +1 traitor)
The sprites change with each addon, they are truly dynamic and there are so many combinations of parts that a miner can have. You can have several different builds for each desired mining style, it's quite a robust system.

You can have a KA that shoots slowly, but delivers high-penetrating shots that go through several walls of rock. You can have a KA that shoots REALLY fast, but precisely destroys 1 rock at a time. You can have an absolute canon of a beast, that destroys rocks in a 3 tile radius around it.

The parts can be obtained via research, via abandoned crates, or via RNG in the cargo warehouse. There are some custom KAs that spawn on the raider's ship, on the mercs ship, and a laser one on the merc's headquarters. That laser one can also be bought from the traitor uplink as well.

ERT get a class 4 KA for use in special operations, if they choose to use it.
2018-06-17 23:02:42 +03:00

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/obj/structure/closet/crate/secure/loot
name = "abandoned crate"
desc = "What could be inside?"
icon_state = "securecrate"
icon_opened = "securecrateopen"
icon_closed = "securecrate"
var/list/code = list()
var/list/lastattempt = list()
var/attempts = 10
var/codelen = 4
locked = 1
/obj/structure/closet/crate/secure/loot/Initialize()
. = ..()
var/list/digits = list("1", "2", "3", "4", "5", "6", "7", "8", "9", "0")
for(var/i in 1 to codelen)
code += pick(digits)
digits -= code[code.len]
generate_loot()
/obj/structure/closet/crate/secure/loot/proc/generate_loot()
var/loot = rand(1, 100)
switch(loot)
if(1 to 5) // Common things go, 5%
new/obj/item/weapon/reagent_containers/food/drinks/bottle/rum(src)
new/obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey(src)
new/obj/item/weapon/reagent_containers/food/snacks/grown/ambrosiadeus(src)
new/obj/item/weapon/flame/lighter/zippo(src)
if(6 to 10)
new/obj/item/weapon/pickaxe/drill(src)
new/obj/item/device/taperecorder(src)
new/obj/item/clothing/suit/space(src)
new/obj/item/clothing/head/helmet/space(src)
if(11 to 15)
new/obj/item/weapon/reagent_containers/glass/beaker/bluespace(src)
if(16 to 20)
for(var/i = 0, i < 10, i++)
new/obj/item/weapon/ore/diamond(src)
if(21 to 25)
for(var/i = 0, i < 3, i++)
new/obj/machinery/portable_atmospherics/hydroponics(src)
if(26 to 30)
for(var/i = 0, i < 3, i++)
new/obj/item/weapon/reagent_containers/glass/beaker/noreact(src)
if(31 to 35)
spawn_money(rand(300,800), src)
if(36 to 40)
new/obj/item/weapon/melee/baton(src)
if(41 to 45)
new/obj/item/clothing/under/shorts/red(src)
new/obj/item/clothing/under/shorts/blue(src)
if(46 to 50)
new/obj/item/clothing/under/chameleon(src)
for(var/i = 0, i < 7, i++)
new/obj/item/clothing/accessory/horrible(src)
if(51 to 52) // Uncommon, 2% each
new/obj/item/weapon/melee/classic_baton(src)
if(53 to 54)
new/obj/item/latexballon(src)
if(55 to 56)
var/newitem = pick(typesof(/obj/item/toy/prize) - /obj/item/toy/prize)
new newitem(src)
if(57 to 58)
new/obj/item/toy/syndicateballoon(src)
if(59 to 60)
new/obj/item/weapon/rig/eva(src)
if(61 to 62)
for(var/i = 0, i < 12, ++i)
new/obj/item/clothing/head/kitty(src)
if(63 to 64)
var/t = rand(4,7)
for(var/i = 0, i < t, ++i)
var/newcoin = pick(/obj/item/weapon/coin/silver, /obj/item/weapon/coin/silver, /obj/item/weapon/coin/silver, /obj/item/weapon/coin/iron, /obj/item/weapon/coin/iron, /obj/item/weapon/coin/iron, /obj/item/weapon/coin/gold, /obj/item/weapon/coin/diamond, /obj/item/weapon/coin/phoron, /obj/item/weapon/coin/uranium, /obj/item/weapon/coin/platinum)
new newcoin(src)
if(65 to 66)
new/obj/item/clothing/suit/ianshirt(src)
if(67 to 68)
var/t = rand(4,7)
for(var/i = 0, i < t, ++i)
var/newitem = pick(typesof(/obj/item/weapon/stock_parts) - /obj/item/weapon/stock_parts - /obj/item/weapon/stock_parts/subspace)
new newitem(src)
if(69 to 70)
new/obj/item/weapon/pickaxe/silver(src)
if(71 to 72)
new/obj/item/weapon/pickaxe/drill(src)
if(73 to 74)
new/obj/item/weapon/pickaxe/jackhammer(src)
if(75 to 76)
new/obj/item/weapon/pickaxe/diamond(src)
if(77 to 78)
new/obj/item/weapon/pickaxe/diamonddrill(src)
if(79 to 80)
new/obj/item/weapon/pickaxe/gold(src)
if(81 to 82)
new/obj/item/weapon/gun/energy/plasmacutter(src)
if(83)
new/obj/random/custom_ka(src)
new/obj/random/custom_ka(src)
new/obj/random/custom_ka(src)
if(84)
new/obj/item/toy/katana(src)
if(85)
new/obj/item/seeds/random(src)
if(86) // Rarest things, some are unobtainble otherwise, some are just robust, 1% each
new/obj/item/weed_extract(src)
if(87)
new/obj/item/xenos_claw(src)
if(88)
new/obj/item/weapon/gun/projectile/shotgun/pump/rifle(src)
new/obj/item/ammo_magazine/boltaction(src)
new/obj/item/clothing/under/soviet(src)
new/obj/item/clothing/head/ushanka(src)
if(89)
new/obj/item/organ/xenos/plasmavessel(src)
if(90)
new/obj/item/organ/heart(src)
if(91)
new/obj/item/poppet(src)
if(92)
new/obj/item/weapon/material/sword/katana(src)
if(93)
new/obj/item/weapon/dnainjector/xraymut(src) // Probably the least OP
if(94) // Why the hell not
new/obj/item/weapon/storage/backpack/clown(src)
new/obj/item/clothing/under/rank/clown(src)
new/obj/item/clothing/shoes/clown_shoes(src)
new/obj/item/device/pda/clown(src)
new/obj/item/clothing/mask/gas/clown_hat(src)
new/obj/item/weapon/bikehorn(src)
//new/obj/item/weapon/stamp/clown(src) I'd add it, but only clowns can use it
new/obj/item/weapon/pen/crayon/rainbow(src)
new/obj/item/toy/waterflower(src)
if(95)
new/obj/item/clothing/under/mime(src)
new/obj/item/clothing/shoes/black(src)
new/obj/item/device/pda/mime(src)
new/obj/item/clothing/gloves/white(src)
new/obj/item/clothing/mask/gas/mime(src)
new/obj/item/clothing/head/beret(src)
new/obj/item/clothing/accessory/suspenders(src)
new/obj/item/weapon/pen/crayon/mime(src)
new/obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing(src)
if(96)
new/obj/item/weapon/vampiric(src)
if(97)
new/obj/item/weapon/archaeological_find(src)
if(98)
new/obj/item/weapon/melee/energy/sword(src)
if(99)
new/obj/item/weapon/storage/belt/champion(src)
new/obj/item/clothing/mask/luchador(src)
if(100)
new/obj/item/weapon/gun/projectile/tanto(src)
new/obj/item/ammo_magazine/t40(src)
new/obj/item/ammo_magazine/t40(src)
new/obj/item/ammo_magazine/t40/rubber(src)
new/obj/item/clothing/under/rank/dispatch(src)
new/obj/item/clothing/accessory/badge/old(src)
new/obj/item/clothing/head/helmet/formalcaptain(src)
/obj/structure/closet/crate/secure/loot/togglelock(mob/user as mob)
if(!locked)
return
user << "<span class='notice'>The crate is locked with a Deca-code lock.</span>"
var/input = input(user, "Enter [codelen] digits.", "Deca-Code Lock", "") as text
if(!Adjacent(user))
return
if(input == null || length(input) != codelen)
user << "<span class='notice'>You leave the crate alone.</span>"
else if(check_input(input))
user << "<span class='notice'>The crate unlocks!</span>"
playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
set_locked(0)
else
visible_message("<span class='warning'>A red light on \the [src]'s control panel flashes briefly.</span>")
attempts--
if (attempts == 0)
user << "<span class='danger'>The crate's anti-tamper system activates!</span>"
var/turf/T = get_turf(src.loc)
explosion(T, 0, 0, 1, 2)
qdel(src)
/obj/structure/closet/crate/secure/loot/emag_act(var/remaining_charges, var/mob/user)
if (locked)
user << "<span class='notice'>The crate unlocks!</span>"
locked = 0
/obj/structure/closet/crate/secure/loot/proc/check_input(var/input)
if(length(input) != codelen)
return 0
. = 1
lastattempt.Cut()
for(var/i in 1 to codelen)
var/guesschar = copytext(input, i, i+1)
lastattempt += guesschar
if(guesschar != code[i])
. = 0
/obj/structure/closet/crate/secure/loot/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(locked)
if (ismultitool(W)) // Greetings Urist McProfessor, how about a nice game of cows and bulls?
user << "<span class='notice'>DECA-CODE LOCK ANALYSIS:</span>"
if (attempts == 1)
user << "<span class='warning'>* Anti-Tamper system will activate on the next failed access attempt.</span>"
else
user << "<span class='notice'>* Anti-Tamper system will activate after [src.attempts] failed access attempts.</span>"
if(lastattempt.len)
var/bulls = 0
var/cows = 0
var/list/code_contents = code.Copy()
for(var/i in 1 to codelen)
if(lastattempt[i] == code[i])
++bulls
else if(lastattempt[i] in code_contents)
++cows
code_contents -= lastattempt[i]
user << "<span class='notice'>Last code attempt had [bulls] correct digits at correct positions and [cows] correct digits at incorrect positions.</span>"
return
..()