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* Worn Shirt Resprite (& GAGS Enhancement) (#78014) ## About The Pull Request Hi! Sheets gave me some new sprites for the worn shirt, the Ian shirt, and the gamer shirt you can find on MetaStation. These come in three variants.  Clean, worn out, and messy, for varying degrees of 'washedness.'  As seen here on these mobs. They are now also GAGS grayscaled, which means  they are highly recolorable; and look good to boot. However, I have also elected to give them a variant for each version; a 'graphics' variant with either Ian, or Phanic the Weasel.  The gamer shirt and the Ian shirt retain their unique names and descriptions, luckily. Due to the Phanic shirt using an uncolorable third zone, this allows you to make your very own Phanic OCs, seen here in the full vignette.  ## Why It's Good For The Game Drip drip drip. ## Changelog 🆑 Sheets and Nerev4r sprite: Complete redo of the worn shirt, Ian shirt, and gamer shirts; now GAGS-compatible! /🆑 --------- Co-authored-by: Snakebittenn <12636964+Snakebittenn@ users.noreply.github.com> * Worn Shirt Resprite (& GAGS Enhancement) * Modular & loadout * Update loadout_datum_suit.dm * This is a dupe --------- Co-authored-by: Nerevar <12636964+Nerev4r@users.noreply.github.com> Co-authored-by: Snakebittenn <12636964+Snakebittenn@ users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
252 lines
8.4 KiB
Plaintext
252 lines
8.4 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/AltClick(mob/living/user)
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if(!user.can_perform_action(src))
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return
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return attack_hand(user) //this helps you not blow up so easily by overriding unlocking which results in an immediate boom.
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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/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/clothing/mask/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/simple_animal/bot/secbot/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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new /obj/item/toy/plush/awakenedplushie(src)
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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/simple_animal/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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new /obj/item/weed_extract(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(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/simple_animal/hostile/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/unrestricted(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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