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#define MAINT_LOOT "maintenance_loot"
#define DUMPSTER_LOOT "dumpster_loot"
/obj/effect/spawner/random/maintenance
name = "maintenance loot spawner"
desc = "Come on Lady Luck, spawn me a pair of sunglasses."
icon_state = "loot"
remove_if_cant_spawn = FALSE //don't remove stuff from the global maint list, which other can use.
/// The global loot list we are going to use to spawn loot from
var/loot_table = MAINT_LOOT
// see code/_globalvars/lists/maintenance_loot.dm for loot table
/// A subtype of maintenance loot spawner that does not spawn any decals, for when you want to place them on chasm turfs and such
/// decals such as ashes will cause NeverShouldHaveComeHere() to fail on such turfs, which creates annoying rng based CI failures
/obj/effect/spawner/random/maintenance/no_decals
/obj/effect/spawner/random/maintenance/no_decals/can_spawn(loot)
if(ispath(loot, /obj/effect/decal))
return FALSE
return ..()
/obj/effect/spawner/random/maintenance/examine(mob/user)
. = ..()
. += span_info("This spawner has an effective loot count of [get_effective_lootcount()].")
/obj/effect/spawner/random/maintenance/Initialize(mapload)
switch(loot_table)
if(MAINT_LOOT)
loot = GLOB.maintenance_loot
if(DUMPSTER_LOOT)
loot = GLOB.dumpster_loot
//BUBBERSTATION CHANGE START: EMPTY MAINT LOOT TRAIT ONLY SPAWNS THE BEST LOOT
if(HAS_TRAIT(SSstation, STATION_TRAIT_EMPTY_MAINT))
if(prob(80))
loot = GLOB.uncommon_loot
else if(prob(80))
loot = GLOB.rarity_loot
else
loot = GLOB.oddity_loot
//BUBBERSTATION CHANGE END
return ..()
/obj/effect/spawner/random/maintenance/skew_loot_weights(list/loot_list, exponent)
///We only need to skew the weights once, since it's a global list used by all maint spawners.
var/static/already_done = FALSE
if(already_done)
switch(loot_table)
if(MAINT_LOOT)
if(loot_list == GLOB.maintenance_loot)
return
if(DUMPSTER_LOOT)
if(loot_list == GLOB.dumpster_loot)
return
already_done = TRUE
return ..()
/obj/effect/spawner/random/maintenance/proc/hide()
SetInvisibility(INVISIBILITY_OBSERVER)
alpha = 100
/obj/effect/spawner/random/maintenance/proc/get_effective_lootcount()
var/effective_lootcount = spawn_loot_count
//Blubberstation change: Makes it so that lots of loot only spawns on tables and such, and not bare floors.
if(src.loc && isfloorturf(src.loc)) //Putting a check for src.loc here because unittests spawn things in nullspace xd
for(var/atom/movable/M as anything in src.loc.contents)
if(GLOB.typecache_elevated_structures[M.type]) //Are we an elevated structure?
effective_lootcount *= 3
break
//End of blubberstation change.
if(HAS_TRAIT(SSstation, STATION_TRAIT_FILLED_MAINT))
effective_lootcount = FLOOR(spawn_loot_count * 1.5, 1)
else if(HAS_TRAIT(SSstation, STATION_TRAIT_EMPTY_MAINT))
//BUBBERSTATION CHANGE START: EMPTY MAINT LOOT TRAIT ONLY SPAWNS THE BEST LOOT. USUALLY
if(loot == GLOB.uncommon_loot )
effective_lootcount = min(effective_lootcount,3) //Maximum 3.
else if(effective_lootcount > 1)
effective_lootcount = 1
else
effective_lootcount = 0
//BUBBERSTATION CHANGE END: EMPTY MAINT LOOT TRAIT ONLY SPAWNS THE BEST LOOT. USUALLY
return effective_lootcount
/obj/effect/spawner/random/maintenance/spawn_loot(lootcount_override)
if(isnull(lootcount_override))
lootcount_override = get_effective_lootcount()
. = ..()
// In addition, closets that are closed will have the maintenance loot inserted inside.
for(var/obj/structure/closet/closet in get_turf(src))
if(!closet.opened)
closet.take_contents()
/obj/effect/spawner/random/maintenance/two
name = "2 x maintenance loot spawner"
spawn_loot_count = 2
/obj/effect/spawner/random/maintenance/three
name = "3 x maintenance loot spawner"
spawn_loot_count = 3
/obj/effect/spawner/random/maintenance/four
name = "4 x maintenance loot spawner"
spawn_loot_count = 4
/obj/effect/spawner/random/maintenance/five
name = "5 x maintenance loot spawner"
spawn_loot_count = 5
/obj/effect/spawner/random/maintenance/six
name = "6 x maintenance loot spawner"
spawn_loot_count = 6
/obj/effect/spawner/random/maintenance/seven
name = "7 x maintenance loot spawner"
spawn_loot_count = 7
/obj/effect/spawner/random/maintenance/eight
name = "8 x maintenance loot spawner"
spawn_loot_count = 8
/obj/effect/spawner/random/maintenance/no_decals/two
name = "2 x maintenance loot spawner"
spawn_loot_count = 2
/obj/effect/spawner/random/maintenance/no_decals/three
name = "3 x maintenance loot spawner"
spawn_loot_count = 3
/obj/effect/spawner/random/maintenance/no_decals/four
name = "4 x maintenance loot spawner"
spawn_loot_count = 4
/obj/effect/spawner/random/maintenance/no_decals/five
name = "5 x maintenance loot spawner"
spawn_loot_count = 5
/obj/effect/spawner/random/maintenance/no_decals/six
name = "6 x maintenance loot spawner"
spawn_loot_count = 6
/obj/effect/spawner/random/maintenance/no_decals/seven
name = "7 x maintenance loot spawner"
spawn_loot_count = 7
/obj/effect/spawner/random/maintenance/no_decals/eight
name = "8 x maintenance loot spawner"
spawn_loot_count = 8
/obj/effect/spawner/random/maintenance/dumpster
name = "dumpster loot spawner"
spawn_loot_count = 3
loot_table = DUMPSTER_LOOT
#undef MAINT_LOOT
#undef DUMPSTER_LOOT