mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-10 08:54:15 +00:00
* Make energy guns able to use burst fire. * Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns. Syringe gun, energy guns and magic guns can now use burst fire. * fixing merge conflict shit * fixing map conflicts * more map conflict fix * two tiny fixes. * tiny tweak * fixing merge conflicts. Moving the practice mini egun to the gun module. Renamed nuclear.dm to energy_gun.dm * map conflict fixes
228 lines
8.0 KiB
Plaintext
228 lines
8.0 KiB
Plaintext
//Originally coded by ISaidNo, later modified by Kelenius. Ported from Baystation12.
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/obj/structure/closet/crate/secure/loot
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name = "abandoned crate"
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desc = "What could be inside?"
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icon_state = "securecrate"
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integrity_failure = 0 //no breaking open the crate
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var/code = null
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var/lastattempt = null
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var/attempts = 10
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var/codelen = 4
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tamperproof = 90
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/obj/structure/closet/crate/secure/loot/New()
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..()
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var/list/digits = list("1", "2", "3", "4", "5", "6", "7", "8", "9", "0")
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code = ""
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for(var/i = 0, i < codelen, i++)
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var/dig = pick(digits)
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code += dig
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digits -= dig //there are never matching digits in the answer
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var/loot = rand(1,100) //100 different crates with varying chances of spawning
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switch(loot)
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if(1 to 5) //5% chance
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new /obj/item/weapon/reagent_containers/food/drinks/bottle/rum(src)
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new /obj/item/weapon/reagent_containers/food/snacks/grown/ambrosia/deus(src)
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new /obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey(src)
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new /obj/item/weapon/lighter(src)
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if(6 to 10)
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new /obj/item/weapon/bedsheet(src)
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new /obj/item/weapon/kitchen/knife(src)
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new /obj/item/weapon/wirecutters(src)
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new /obj/item/weapon/screwdriver(src)
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new /obj/item/weapon/weldingtool(src)
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new /obj/item/weapon/hatchet(src)
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new /obj/item/weapon/crowbar(src)
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if(11 to 15)
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new /obj/item/weapon/reagent_containers/glass/beaker/bluespace(src)
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if(16 to 20)
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for(var/i in 1 to 10)
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new /obj/item/weapon/ore/diamond(src)
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if(21 to 25)
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for(var/i in 1 to 5)
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new /obj/item/weapon/poster/contraband(src)
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if(26 to 30)
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for(var/i in 1 to 3)
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new /obj/item/weapon/reagent_containers/glass/beaker/noreact(src)
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if(31 to 35)
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new /obj/item/seeds/firelemon(src)
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if(36 to 40)
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new /obj/item/weapon/melee/baton(src)
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if(41 to 45)
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new /obj/item/clothing/under/shorts/red(src)
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new /obj/item/clothing/under/shorts/blue(src)
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if(46 to 50)
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new /obj/item/clothing/under/chameleon(src)
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for(var/i in 1 to 7)
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new /obj/item/clothing/neck/tie/horrible(src)
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if(51 to 52) // 2% chance
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new /obj/item/weapon/melee/classic_baton(src)
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if(53 to 54)
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new /obj/item/toy/balloon(src)
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if(55 to 56)
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var/newitem = pick(subtypesof(/obj/item/toy/prize))
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new newitem(src)
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if(57 to 58)
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new /obj/item/toy/syndicateballoon(src)
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if(59 to 60)
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new /obj/item/borg/upgrade/modkit/aoe/mobs(src)
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new /obj/item/clothing/suit/space(src)
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new /obj/item/clothing/head/helmet/space(src)
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if(61 to 62)
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for(var/i in 1 to 5)
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new /obj/item/clothing/head/kitty(src)
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new /obj/item/clothing/neck/petcollar(src)
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if(63 to 64)
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for(var/i in 1 to rand(4, 7))
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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/plasma, /obj/item/weapon/coin/uranium)
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new newcoin(src)
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if(65 to 66)
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new /obj/item/clothing/suit/ianshirt(src)
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new /obj/item/clothing/suit/hooded/ian_costume(src)
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if(67 to 68)
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for(var/i in 1 to rand(4, 7))
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var /newitem = pick(subtypesof(/obj/item/weapon/stock_parts) - /obj/item/weapon/stock_parts/subspace)
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new newitem(src)
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if(69 to 70)
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for(var/i in 1 to 5)
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new /obj/item/weapon/ore/bluespace_crystal(src)
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if(71 to 72)
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new /obj/item/weapon/pickaxe/drill(src)
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if(73 to 74)
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new /obj/item/weapon/pickaxe/drill/jackhammer(src)
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if(75 to 76)
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new /obj/item/weapon/pickaxe/diamond(src)
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if(77 to 78)
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new /obj/item/weapon/pickaxe/drill/diamonddrill(src)
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if(79 to 80)
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new /obj/item/weapon/cane(src)
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new /obj/item/clothing/head/collectable/tophat(src)
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if(81 to 82)
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new /obj/item/weapon/gun/energy/plasmacutter(src)
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if(83 to 84)
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new /obj/item/toy/katana(src)
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if(85 to 86)
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new /obj/item/weapon/defibrillator/compact(src)
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if(87) //1% chance
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new /obj/item/weed_extract(src)
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if(88)
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new /obj/item/organ/brain(src)
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if(89)
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new /obj/item/organ/brain/alien(src)
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if(90)
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new /obj/item/organ/heart(src)
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if(91)
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new /obj/item/device/soulstone/anybody(src)
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if(92)
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new /obj/item/weapon/katana(src)
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if(93)
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new /obj/item/weapon/dnainjector/xraymut(src)
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if(94)
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new /obj/item/weapon/storage/backpack/clown(src)
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new /obj/item/clothing/under/rank/clown(src)
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new /obj/item/clothing/shoes/clown_shoes(src)
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new /obj/item/device/pda/clown(src)
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new /obj/item/clothing/mask/gas/clown_hat(src)
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new /obj/item/weapon/bikehorn(src)
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new /obj/item/toy/crayon/rainbow(src)
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new /obj/item/weapon/reagent_containers/spray/waterflower(src)
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if(95)
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new /obj/item/clothing/under/rank/mime(src)
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new /obj/item/clothing/shoes/sneakers/black(src)
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new /obj/item/device/pda/mime(src)
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new /obj/item/clothing/gloves/color/white(src)
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new /obj/item/clothing/mask/gas/mime(src)
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new /obj/item/clothing/head/beret(src)
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new /obj/item/clothing/suit/suspenders(src)
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new /obj/item/toy/crayon/mime(src)
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new /obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing(src)
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if(96)
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new /obj/item/weapon/hand_tele(src)
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if(97)
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new /obj/item/clothing/mask/balaclava
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new /obj/item/weapon/gun/ballistic/automatic/pistol(src)
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new /obj/item/ammo_box/magazine/m10mm(src)
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if(98)
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new /obj/item/weapon/katana/cursed(src)
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if(99)
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new /obj/item/weapon/storage/belt/champion(src)
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new /obj/item/clothing/mask/luchador(src)
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if(100)
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new /obj/item/clothing/head/bearpelt(src)
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/obj/structure/closet/crate/secure/loot/attack_hand(mob/user)
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if(locked)
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user << "<span class='notice'>The crate is locked with a Deca-code lock.</span>"
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var/input = input(usr, "Enter [codelen] digits. All digits must be unique.", "Deca-Code Lock", "") as text
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if(user.canUseTopic(src, 1))
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var/list/sanitised = list()
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var/sanitycheck = 1
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for(var/i=1,i<=length(input),i++) //put the guess into a list
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sanitised += text2num(copytext(input,i,i+1))
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for(var/i=1,i<=(length(input)-1),i++) //compare each digit in the guess to all those following it
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for(var/j=(i+1),j<=length(input),j++)
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if(sanitised[i] == sanitised[j])
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sanitycheck = null //if a digit is repeated, reject the input
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if (input == code)
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user << "<span class='notice'>The crate unlocks!</span>"
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locked = 0
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cut_overlays()
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add_overlay("securecrateg")
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else if (input == null || sanitycheck == null || length(input) != codelen)
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user << "<span class='notice'>You leave the crate alone.</span>"
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else
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user << "<span class='warning'>A red light flashes.</span>"
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lastattempt = input
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attempts--
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if(attempts == 0)
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boom(user)
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else
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return ..()
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/obj/structure/closet/crate/secure/loot/AltClick(mob/living/user)
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if(!user.canUseTopic(src))
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return
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attack_hand(user)
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/obj/structure/closet/crate/secure/loot/attackby(obj/item/weapon/W, mob/user)
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if(locked)
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if(istype(W, /obj/item/weapon/card/emag))
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boom(user)
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return
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else if(istype(W, /obj/item/device/multitool))
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user << "<span class='notice'>DECA-CODE LOCK REPORT:</span>"
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if(attempts == 1)
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user << "<span class='warning'>* Anti-Tamper Bomb will activate on next failed access attempt.</span>"
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else
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user << "<span class='notice'>* Anti-Tamper Bomb will activate after [src.attempts] failed access attempts.</span>"
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if(lastattempt != null)
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var/list/guess = list()
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var/list/answer = list()
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var/bulls = 0
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var/cows = 0
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for(var/i=1,i<=length(lastattempt),i++)
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guess += text2num(copytext(lastattempt,i,i+1))
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for(var/i=1,i<=length(lastattempt),i++)
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answer += text2num(copytext(code,i,i+1))
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for(var/i = 1, i < codelen + 1, i++) // Go through list and count matches
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if( answer.Find(guess[i],1,codelen+1))
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++cows
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if( answer[i] == guess[i])
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++bulls
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--cows
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user << "<span class='notice'>Last code attempt, [lastattempt], had [bulls] correct digits at correct positions and [cows] correct digits at incorrect positions.</span>"
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return
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return ..()
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/obj/structure/closet/crate/secure/loot/togglelock(mob/user)
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if(locked)
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boom(user)
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else
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..()
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/obj/structure/closet/crate/secure/loot/deconstruct(disassembled = TRUE)
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boom()
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