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Eigenstasium can no longer create Eigenlockers, but adds rare maint Eigenlockers as a replacement (#94683)
## About The Pull Request 1. Eigenstasium can no longer be splashed onto lockers to link them 2. Maintenance lockers can rarely be linked to another locker on the station - any locker, including head of staff lockers. This has a 0.1% chance, which amounts to a ~5% chance to spawn on a map with 50 lockers. 3. Teleporting via an eigenlocker no longer opens up the opposite side, allowing you to jumpscare people ## Why It's Good For The Game 1a. Eigenstasium's lockers are both significantly easier to produce and significantly easier to use than our "intended" method of spot-to-spot teleportation, the Quantum Pad. There is an argument to be made in that the Quantum Pad needs to be brought up to this level, and I may do that, because honestly, it's a valid point. But in the meanwhile, it doesn't really make sense that Chemistry can make better teleportation... than the teleportation department. 1b. Eigenstasium wears too many hats. It really is a wonder chem. It intrudes on other mechanics of other jobs and frankly doesn't need the extra sauce, it's already interesting enough. If your wikibox has a *collapsible*, it might be doing too much.... <img width="1567" height="397" alt="image" src="https://github.com/user-attachments/assets/969b6d32-5e85-42a1-8d3b-7769b6968b95" /> 2. However, teleporting lockers are funny. We have the station trait, but it announces itself and affects (potentially) every closet, which ruins some of the mystique. So I wanted to add that effect as something you can stumble upon in the wild accidentally - Imagine hopping into a locker in maint to dodge sec and you end up in the Captain's office. 3. Builds off of 2. Finding a locker that teleports you into the middle of security so you can jump out and surprise them the next time they show up sounds really funny. ## Changelog 🆑 Melbert del: Eigenstasium can no longer create Eigenlockers add: Rarely, maintenance lockers will spawn as Eigenlockers, potentially linked to any other locker on the station - yes, even the Captain's. add: Teleporting via an Eigenlocker doesn't auto-open the destination locker, allowing you to hide in them. /🆑
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@@ -176,8 +176,20 @@ GLOBAL_LIST_EMPTY(roundstart_station_closets)
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update_appearance()
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/obj/structure/closet/LateInitialize()
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if(!opened && is_maploaded)
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take_contents()
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if(is_maploaded)
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// very rare chance that a maintenance closet gets linked to another closet at roundstart
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// 0.1% chance -> metastation has ~36 maintenance closets -> P(links>=1) = 3.54% per round -> about once every 30 rounds
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if(prob(0.1) && istype(get_area(src), /area/station/maintenance))
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var/list/targets = GLOB.roundstart_station_closets.Copy() - src
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var/list/picked = list(src)
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for(var/i in 1 to pick(1, 2))
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picked += pick_n_take(targets)
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GLOB.closet_teleport_controller.create_new_link(picked, subtle = TRUE)
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if(!opened)
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open(force = TRUE, special_effects = FALSE)
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if(!opened)
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take_contents()
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if(sealed)
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var/datum/gas_mixture/external_air = loc.return_air()
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