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Adds the mystery box (#64061)
A compliment to my recent root beer PR, since I've been on a retro CoD Zombies kick lately, this PR adds a new admin structure that randomly rolls an item and presents it to the player like the mystery box from... well, CoD Zombies. The music that plays while selecting is The Ragtime Drummer by James Lent, sourced from freemusicarchive. There's a base version that can spawn any item that the christmas tree/santa's bag can spawn, and then there's a subtype that draws from the Summon Guns list only. If you want, you can use the base type to generate a list of any subtypes of a given path, or you can edit the valid_types list to only consider specific types of atoms.
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// the different states of the mystery box
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/// Closed, can't interact
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#define MYSTERY_BOX_COOLING_DOWN 0
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/// Closed, ready to be interacted with
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#define MYSTERY_BOX_STANDBY 1
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/// The box is choosing the prize
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#define MYSTERY_BOX_CHOOSING 2
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/// The box is presenting the prize, for someone to claim it
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#define MYSTERY_BOX_PRESENTING 3
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// delays for the different stages of the box's state, the visuals, and the audio
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/// How long the box takes to decide what the prize is
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#define MBOX_DURATION_CHOOSING 5 SECONDS
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/// How long the box takes to start expiring the offer, though it's still valid until MBOX_DURATION_EXPIRING finishes. Timed to the sound clips
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#define MBOX_DURATION_PRESENTING 3.5 SECONDS
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/// How long the box takes to start lowering the prize back into itself. When this finishes, the prize is gone
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#define MBOX_DURATION_EXPIRING 4.5 SECONDS
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/// How long after the box closes until it can go again
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#define MBOX_DURATION_STANDBY 2.7 SECONDS
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GLOBAL_LIST_INIT(mystery_box_guns, list(
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/obj/item/gun/energy/lasercannon,
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/obj/item/gun/energy/kinetic_accelerator/crossbow/large,
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/obj/item/gun/energy/e_gun,
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/obj/item/gun/energy/e_gun/advtaser,
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/obj/item/gun/energy/e_gun/nuclear,
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/obj/item/gun/energy/e_gun/turret,
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/obj/item/gun/energy/laser,
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/obj/item/gun/energy/laser/hellgun,
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/obj/item/gun/energy/laser/captain,
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/obj/item/gun/energy/laser/scatter,
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/obj/item/gun/energy/temperature,
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/obj/item/gun/ballistic/revolver/detective,
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/obj/item/gun/ballistic/revolver/mateba,
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/obj/item/gun/ballistic/automatic/pistol/deagle/camo,
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/obj/item/gun/ballistic/automatic/pistol/suppressed,
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/obj/item/gun/energy/pulse/carbine,
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/obj/item/gun/energy/pulse/pistol,
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/obj/item/gun/ballistic/shotgun/lethal,
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/obj/item/gun/ballistic/shotgun/automatic/combat,
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/obj/item/gun/ballistic/shotgun/bulldog,
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/obj/item/gun/ballistic/rifle/boltaction,
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/obj/item/gun/ballistic/automatic/ar,
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/obj/item/gun/ballistic/automatic/proto,
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/obj/item/gun/ballistic/automatic/c20r,
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/obj/item/gun/ballistic/automatic/l6_saw,
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/obj/item/gun/ballistic/automatic/m90,
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/obj/item/gun/ballistic/automatic/tommygun,
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/obj/item/gun/ballistic/automatic/wt550,
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/obj/item/gun/ballistic/automatic/sniper_rifle,
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/obj/item/gun/ballistic/rifle/boltaction/brand_new,
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))
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GLOBAL_LIST_INIT(mystery_box_extended, list(
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/obj/item/clothing/gloves/tackler/combat,
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/obj/item/clothing/gloves/race,
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/obj/item/clothing/gloves/rapid,
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/obj/item/shield/riot/flash,
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/obj/item/grenade/stingbang/mega,
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/obj/item/storage/belt/sabre,
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/obj/item/knife/combat,
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/obj/item/melee/baton/security/loaded,
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/obj/item/reagent_containers/hypospray/combat,
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/obj/item/defibrillator/compact/combat/loaded/nanotrasen,
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/obj/item/melee/energy/sword/saber,
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/obj/item/spear,
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/obj/item/circular_saw,
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))
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/obj/structure/mystery_box
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name = "mystery box"
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desc = "A wooden crate that seems equally magical and mysterious, capable of granting the user all kinds of different pieces of gear."
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icon = 'icons/obj/crates.dmi'
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icon_state = "wooden"
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pixel_y = -4
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anchored = TRUE
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density = TRUE
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uses_integrity = FALSE
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var/crate_open_sound = 'sound/machines/crate_open.ogg'
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var/crate_close_sound = 'sound/machines/crate_close.ogg'
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var/open_sound = 'sound/effects/mysterybox/mbox_full.ogg'
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var/grant_sound = 'sound/effects/mysterybox/mbox_end.ogg'
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/// The box's current state, and whether it can be interacted with in different ways
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var/box_state = MYSTERY_BOX_STANDBY
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/// The object that represents the rapidly changing item that will be granted upon being claimed. Is not, itself, an item.
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var/obj/mystery_box_item/presented_item
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/// A timer for how long it takes for the box to start its expire animation
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var/box_expire_timer
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/// A timer for how long it takes for the box to close itself
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var/box_close_timer
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/// Every type that's a child of this that has an icon, icon_state, and isn't ABSTRACT is fair game. More granularity to come
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var/selectable_base_type = /obj/item
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/// The instantiated list that contains all of the valid items that can be chosen from. Generated in [/obj/structure/mystery_box/proc/generate_valid_types]
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var/list/valid_types
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/// If the prize is a ballistic gun with an external magazine, should we grant the user a spare mag?
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var/grant_extra_mag = TRUE
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/obj/structure/mystery_box/Initialize(mapload)
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. = ..()
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generate_valid_types()
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/obj/structure/mystery_box/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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switch(box_state)
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if(MYSTERY_BOX_STANDBY)
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activate(user)
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if(MYSTERY_BOX_PRESENTING)
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if(presented_item.claimable)
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grant_weapon(user)
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/obj/structure/mystery_box/update_icon_state()
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icon_state = "[initial(icon_state)][box_state > MYSTERY_BOX_STANDBY ? "open" : ""]"
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return ..()
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/// This proc is used to define what item types valid_types is filled with
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/obj/structure/mystery_box/proc/generate_valid_types()
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valid_types = list()
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for(var/iter_path in typesof(selectable_base_type))
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if(!ispath(iter_path, /obj/item))
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continue
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var/obj/item/iter_item = iter_path
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if((initial(iter_item.item_flags) & ABSTRACT) || !initial(iter_item.icon_state) || !initial(iter_item.inhand_icon_state))
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continue
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valid_types += iter_path
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/// The box has been activated, play the sound and spawn the prop item
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/obj/structure/mystery_box/proc/activate(mob/living/user)
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box_state = MYSTERY_BOX_CHOOSING
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update_icon_state()
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presented_item = new(loc)
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presented_item.start_animation(src)
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playsound(src, open_sound, 80, FALSE, channel = CHANNEL_MBOX)
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playsound(src, crate_open_sound, 80)
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/// The box has finished choosing, mark it as available for grabbing
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/obj/structure/mystery_box/proc/present_weapon()
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visible_message(span_notice("[src] presents [presented_item]!"), vision_distance = COMBAT_MESSAGE_RANGE)
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box_state = MYSTERY_BOX_PRESENTING
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box_expire_timer = addtimer(CALLBACK(src, .proc/start_expire_offer), MBOX_DURATION_PRESENTING, TIMER_STOPPABLE)
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/// The prize is still claimable, but the animation will show it start to recede back into the box
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/obj/structure/mystery_box/proc/start_expire_offer()
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presented_item.expire_animation()
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box_close_timer = addtimer(CALLBACK(src, .proc/close_box), MBOX_DURATION_EXPIRING, TIMER_STOPPABLE)
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/// The box is closed, whether because the prize fully expired, or it was claimed. Start resetting all of the state stuff
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/obj/structure/mystery_box/proc/close_box()
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box_state = MYSTERY_BOX_COOLING_DOWN
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update_icon_state()
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QDEL_NULL(presented_item)
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deltimer(box_close_timer)
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deltimer(box_expire_timer)
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playsound(src, crate_close_sound, 100)
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box_close_timer = null
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box_expire_timer = null
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addtimer(CALLBACK(src, .proc/ready_again), MBOX_DURATION_STANDBY)
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/// The cooldown between activations has finished, shake to show that
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/obj/structure/mystery_box/proc/ready_again()
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box_state = MYSTERY_BOX_STANDBY
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Shake(10, 0, 0.5 SECONDS)
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/// Someone attacked the box with an empty hand, spawn the shown prize and give it to them, then close the box
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/obj/structure/mystery_box/proc/grant_weapon(mob/living/user)
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var/obj/item/instantiated_weapon = new presented_item.selected_path(src)
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user.put_in_hands(instantiated_weapon)
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if(isgun(instantiated_weapon)) // handle pins + possibly extra ammo
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var/obj/item/gun/instantiated_gun = instantiated_weapon
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instantiated_gun.unlock()
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if(grant_extra_mag && istype(instantiated_gun, /obj/item/gun/ballistic))
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var/obj/item/gun/ballistic/instantiated_ballistic = instantiated_gun
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if(!instantiated_ballistic.internal_magazine)
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var/obj/item/ammo_box/magazine/extra_mag = new instantiated_ballistic.mag_type(loc)
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user.put_in_hands(extra_mag)
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user.visible_message(span_notice("[user] takes [presented_item] from [src]."), span_notice("You take [presented_item] from [src]."), vision_distance = COMBAT_MESSAGE_RANGE)
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playsound(src, grant_sound, 80, FALSE, channel = CHANNEL_MBOX)
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close_box()
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/obj/structure/mystery_box/guns
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desc = "A wooden crate that seems equally magical and mysterious, capable of granting the user all kinds of different pieces of gear. This one seems focused on firearms."
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/obj/structure/mystery_box/guns/generate_valid_types()
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valid_types = GLOB.summoned_guns
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/obj/structure/mystery_box/tdome
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desc = "A wooden crate that seems equally magical and mysterious, capable of granting the user all kinds of different pieces of gear. This one has an extended array of weaponry."
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/obj/structure/mystery_box/tdome/generate_valid_types()
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valid_types = GLOB.mystery_box_guns + GLOB.mystery_box_extended
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/// This represents the item that comes out of the box and is constantly changing before the box finishes deciding. Can probably be just an /atom or /movable.
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/obj/mystery_box_item
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name = "???"
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desc = "Who knows what it'll be??"
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icon = 'icons/obj/guns/ballistic.dmi'
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icon_state = "detective"
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pixel_y = -8
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uses_integrity = FALSE
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/// The currently selected item. Constantly changes while choosing, determines what is spawned if the prize is claimed, and its current icon
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var/selected_path = /obj/item/gun/ballistic/revolver/detective
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/// The box that spawned this
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var/obj/structure/mystery_box/parent_box
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/// Whether this prize is currently claimable
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var/claimable = FALSE
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/obj/mystery_box_item/Initialize(mapload)
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. = ..()
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var/matrix/starting = matrix()
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starting.Scale(0.5,0.5)
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transform = starting
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add_filter("weapon_rays", 3, list("type" = "rays", "size" = 28, "color" = COLOR_VIVID_YELLOW))
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/obj/mystery_box_item/Destroy(force)
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. = ..()
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parent_box = null
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// this way, clicking on the prize will work the same as clicking on the box
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/obj/mystery_box_item/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(claimable)
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parent_box.grant_weapon(user)
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/// Start pushing the prize up
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/obj/mystery_box_item/proc/start_animation(atom/parent)
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parent_box = parent
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loop_icon_changes()
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/// Keep changing the icon and selected path
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/obj/mystery_box_item/proc/loop_icon_changes()
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var/change_delay = 1 // the running count of the delay
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var/change_delay_delta = 1 // How much to increment the delay per step so the changing slows down
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var/change_counter = 0 // The running count of the running count
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var/matrix/starting = matrix()
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animate(src, pixel_y = 6, transform = starting, time = MBOX_DURATION_CHOOSING, easing = QUAD_EASING | EASE_OUT)
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while((change_counter + change_delay_delta + change_delay) < MBOX_DURATION_CHOOSING)
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change_delay += change_delay_delta
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change_counter += change_delay
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selected_path = pick(parent_box.valid_types)
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addtimer(CALLBACK(src, .proc/update_random_icon, selected_path), change_counter)
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addtimer(CALLBACK(src, .proc/present_item), MBOX_DURATION_CHOOSING)
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/// animate() isn't up to the task for queueing up icon changes, so this is the proc we call with timers to update our icon
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/obj/mystery_box_item/proc/update_random_icon(new_item_type)
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var/obj/item/new_item = new_item_type
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icon = initial(new_item.icon)
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icon_state = initial(new_item.icon_state)
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/obj/mystery_box_item/proc/present_item()
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var/obj/item/selected_item = selected_path
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add_filter("ready_outline", 2, list("type" = "outline", "color" = "#FBFF23", "size" = 0.2))
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name = initial(selected_item.name)
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parent_box.present_weapon()
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claimable = TRUE
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/// Sink back into the box
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/obj/mystery_box_item/proc/expire_animation()
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var/matrix/shrink_back = matrix()
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shrink_back.Scale(0.5,0.5)
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animate(src, pixel_y = -8, transform = shrink_back, time = MBOX_DURATION_EXPIRING)
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#undef MYSTERY_BOX_COOLING_DOWN
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#undef MYSTERY_BOX_STANDBY
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#undef MYSTERY_BOX_CHOOSING
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#undef MYSTERY_BOX_PRESENTING
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#undef MBOX_DURATION_CHOOSING
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#undef MBOX_DURATION_PRESENTING
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#undef MBOX_DURATION_EXPIRING
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#undef MBOX_DURATION_STANDBY
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