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## About The Pull Request Adds bloodroaches.  These are cockroaches that have gorged themselves on blood in maintenance. They're very gross!  Splatting one causes an explosion of blood all around the death perimeter, splashing both turfs and mobs with blood. They have a 1% chance of spawning in place of normal roaches. They also spawn in: - Abandoned crates, replacing the 30 roaches with 30 bloodroaches. - As backup anomalous crystal possession targets. - Grimy fridges Added a trait given to things killed by pest spray, used to check on death explosion for bloodroaches. Changed roach spawns in maps to use mob spawners, so I can replace them with bloodroaches 1% of the time. ## Why It's Good For The Game Splatting a random roach in maintenance that explodes into blood sounds hilarious. It also adds janitorial depth by requiring pest spray to carefully eliminate these pests ## Changelog 🆑 add: Added bloodroaches, a rare variant of cockroaches that explode into a shower of blood when squashed. /🆑
260 lines
8.8 KiB
Plaintext
260 lines
8.8 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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base_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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var/qdel_on_open = FALSE
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var/spawned_loot = FALSE
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tamperproof = 90
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// Stop people from "diving into" the crate accidentally, and then detonating it.
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divable = FALSE
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/obj/structure/closet/crate/secure/loot/Initialize(mapload)
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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 in 1 to codelen)
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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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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/obj/structure/closet/crate/secure/loot/attack_hand(mob/user, list/modifiers)
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if(locked)
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to_chat(user, span_notice("The crate is locked with a Deca-code lock."))
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var/input = input(usr, "Enter [codelen] digits. All digits must be unique.", "Deca-Code Lock", "") as text|null
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if(user.can_perform_action(src) && locked)
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var/list/sanitised = list()
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var/sanitycheck = TRUE
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var/char = ""
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var/length_input = length(input)
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for(var/i = 1, i <= length_input, i += length(char)) //put the guess into a list
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char = input[i]
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sanitised += text2num(char)
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for(var/i in 1 to length(sanitised) - 1) //compare each digit in the guess to all those following it
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for(var/j in i + 1 to length(sanitised))
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if(sanitised[i] == sanitised[j])
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sanitycheck = FALSE //if a digit is repeated, reject the input
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if(input == code)
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if(!spawned_loot)
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spawn_loot()
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tamperproof = 0 // set explosion chance to zero, so we dont accidently hit it with a multitool and instantly die
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togglelock(user)
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else if(!input || !sanitycheck || length(sanitised) != codelen)
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to_chat(user, span_notice("You leave the crate alone."))
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else
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to_chat(user, span_warning("A red light flashes."))
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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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return
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return ..()
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/obj/structure/closet/crate/secure/loot/click_alt(mob/living/user)
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attack_hand(user) //this helps you not blow up so easily by overriding unlocking which results in an immediate boom.
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return CLICK_ACTION_SUCCESS
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/obj/structure/closet/crate/secure/loot/attackby(obj/item/W, mob/user)
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if(locked)
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if(W.tool_behaviour == TOOL_MULTITOOL)
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to_chat(user, span_notice("DECA-CODE LOCK REPORT:"))
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if(attempts == 1)
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to_chat(user, span_warning("* Anti-Tamper Bomb will activate on next failed access attempt."))
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else
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to_chat(user, span_notice("* Anti-Tamper Bomb will activate after [attempts] failed access attempts."))
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if(lastattempt != null)
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var/bulls = 0 //right position, right number
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var/cows = 0 //wrong position but in the puzzle
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var/lastattempt_char = ""
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var/length_lastattempt = length(lastattempt)
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var/lastattempt_it = 1
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var/code_char = ""
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var/length_code = length(code)
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var/code_it = 1
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while(lastattempt_it <= length_lastattempt && code_it <= length_code) // Go through list and count matches
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lastattempt_char = lastattempt[lastattempt_it]
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code_char = code[code_it]
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if(lastattempt_char == code_char)
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++bulls
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else if(findtext(code, lastattempt_char))
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++cows
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lastattempt_it += length(lastattempt_char)
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code_it += length(code_char)
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to_chat(user, span_notice("Last code attempt, [lastattempt], had [bulls] correct digits at correct positions and [cows] correct digits at incorrect positions."))
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return
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return ..()
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/obj/structure/closet/crate/secure/loot/emag_act(mob/user, obj/item/card/emag/emag_card)
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. = ..()
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if(locked)
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boom(user) // no feedback since it just explodes, thats its own feedback
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return TRUE
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return
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/obj/structure/closet/crate/secure/loot/togglelock(mob/user, silent = FALSE)
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if(!locked)
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. = ..() //Run the normal code.
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if(locked) //Double check if the crate actually locked itself when the normal code ran.
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//reset the anti-tampering, number of attempts and last attempt when the lock is re-enabled.
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tamperproof = initial(tamperproof)
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attempts = initial(attempts)
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lastattempt = null
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return
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if(tamperproof)
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return
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return ..()
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/obj/structure/closet/crate/secure/loot/atom_deconstruct(disassembled = TRUE)
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if(locked)
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boom()
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return
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return ..()
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/obj/structure/closet/crate/secure/loot/after_open(mob/living/user, force)
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. = ..()
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if(qdel_on_open)
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qdel(src)
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/obj/structure/closet/crate/secure/loot/proc/spawn_loot()
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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/reagent_containers/cup/glass/bottle/rum(src)
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new /obj/item/reagent_containers/cup/glass/bottle/whiskey(src)
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new /obj/item/reagent_containers/cup/glass/bottle/whiskey(src)
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new /obj/item/lighter(src)
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new /obj/item/reagent_containers/cup/glass/bottle/absinthe/premium(src)
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for(var/i in 1 to 3)
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new /obj/item/cigarette/rollie(src)
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if(6 to 10)
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new /obj/item/melee/skateboard/pro(src)
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if(11 to 15)
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new /mob/living/basic/bot/honkbot(src)
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if(16 to 20)
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new /obj/item/stack/ore/diamond(src, 10)
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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/poster/random_contraband(src)
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if(26 to 30)
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new /obj/item/vending_refill/sovietsoda(src)
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var/obj/item/circuitboard/machine/vendor/board = new (src)
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board.set_type(/obj/machinery/vending/sovietsoda)
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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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for(var/i in 1 to 5)
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new /obj/item/toy/snappop/phoenix(src)
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if(41 to 45)
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new /obj/item/modular_computer/pda/clear(src)
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if(46 to 50)
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new /obj/item/storage/box/syndie_kit/chameleon/broken
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if(51 to 52) // 2% chance
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new /obj/item/melee/baton(src)
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if(53 to 54)
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new /obj/item/toy/balloon/corgi(src)
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if(55 to 56)
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var/newitem = pick(subtypesof(/obj/item/toy/mecha))
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new newitem(src)
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if(57 to 58)
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new /obj/item/toy/balloon/syndicate(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/costume/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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new /obj/item/clothing/shoes/kindle_kicks(src)
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if(65 to 66)
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new /obj/item/clothing/suit/costume/wellworn_shirt/graphic/ian(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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var/obj/item/gibtonite/free_bomb = new /obj/item/gibtonite(src)
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free_bomb.quality = rand(GIBTONITE_QUALITY_LOW, GIBTONITE_QUALITY_HIGH)
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free_bomb.GibtoniteReaction(null, "A secure loot closet has spawned a live")
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if(69 to 70)
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new /obj/item/stack/ore/bluespace_crystal(src, 5)
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if(71 to 72)
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new /obj/item/toy/plush/snakeplushie(src)
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if(73 to 74)
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new /mob/living/basic/pet/gondola(src)
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if(75 to 76)
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new /obj/item/bikehorn/airhorn(src)
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if(77 to 78)
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new /obj/item/toy/plush/lizard_plushie(src)
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if(79 to 80)
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new /obj/item/stack/sheet/mineral/bananium(src, 10)
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if(81 to 82)
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new /obj/item/bikehorn/airhorn(src)
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if(83 to 84)
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new /obj/item/toy/plush/beeplushie(src)
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if(85 to 86)
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new /obj/item/defibrillator/compact(src)
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if(87) //1% chance
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var/list/cannabis_seeds = typesof(/obj/item/seeds/cannabis)
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var/list/cannabis_plants = typesof(/obj/item/food/grown/cannabis)
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for(var/i in 1 to rand(2, 4))
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var/seed_type = pick(cannabis_seeds)
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new seed_type(src)
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for(var/i in 1 to rand(2, 4))
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var/cannabis_type = pick(cannabis_plants)
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new cannabis_type(src)
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if(88)
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new /obj/item/reagent_containers/cup/glass/bottle/lizardwine(src)
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if(89)
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new /obj/item/melee/energy/sword/bananium(src)
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if(90)
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new /obj/item/dnainjector/wackymut(src)
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if(91)
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for(var/i in 1 to 30)
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new /mob/living/basic/cockroach/bloodroach(src)
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if(92)
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new /obj/item/katana(src)
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if(93)
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new /obj/item/dnainjector/xraymut(src)
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if(94)
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new /mob/living/basic/mimic/crate(src)
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qdel_on_open = TRUE
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if(95)
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new /obj/item/toy/plush/nukeplushie(src)
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if(96)
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new /obj/item/banhammer(src)
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for(var/i in 1 to 3)
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var/obj/effect/mine/sound/bwoink/mine = new (src)
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mine.set_anchored(FALSE)
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mine.move_resist = MOVE_RESIST_DEFAULT
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if(97)
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for(var/i in 1 to 4)
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new /obj/item/clothing/mask/balaclava(src)
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new /obj/item/gun/ballistic/shotgun/toy(src)
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new /obj/item/gun/ballistic/automatic/pistol/toy(src)
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new /obj/item/gun/ballistic/automatic/toy(src)
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new /obj/item/gun/ballistic/automatic/l6_saw/toy/unrestricted(src)
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new /obj/item/ammo_box/foambox(src)
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if(98)
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for(var/i in 1 to 3)
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new /mob/living/basic/bee/toxin(src)
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if(99)
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new /obj/item/implanter/sad_trombone(src)
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if(100)
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new /obj/item/melee/skateboard/hoverboard(src)
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spawned_loot = TRUE
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