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* The maintenance crate spawning crate is now a spawner (#80083) ## About The Pull Request `/obj/structure/closet/crate/maint` was a type of crate that spawned a completely different crate, and then deleted itself. I have decided to swap this out for an actual spawning effect. I have also did some subtypery to remove some duplicate code that handled randomly opening the spawned closet/crate (through I am not that satisfied with `/obj/effect/spawner/random/structure/closet_empty/crate/with_loot` as a sensible typepath name, I would like to ask for suggestions). I also removed a loot define, because it was no longer needed as its contents were used on a single page. ## Why It's Good For The Game Things that act like spawners should be spawners. Maybe this fixes the CI issue on northstar where a mousetrap box gets deleted before it initializes during create and destroy? It was placed above a spawner that spawned one of these self deleting crates. I am unsure, I could not replicate this issue during testing. ## Changelog Nothing player facing. * The maintenance crate spawning crate is now a spawner * UpdatePaths * Update Blueshift.dmm --------- Co-authored-by: Profakos <profakos@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
272 lines
8.8 KiB
Plaintext
272 lines
8.8 KiB
Plaintext
/obj/effect/spawner/random/structure
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name = "structure spawner"
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desc = "Now you see me, now you don't..."
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/obj/effect/spawner/random/structure/crate
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name = "crate spawner"
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icon_state = "crate_secure"
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loot = list(
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/obj/effect/spawner/random/structure/crate_loot = 744,
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/obj/structure/closet/crate/trashcart/filled = 75,
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/obj/effect/spawner/random/trash/moisture_trap = 50,
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/obj/effect/spawner/random/trash/hobo_squat = 30,
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/obj/structure/closet/mini_fridge = 35,
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/obj/effect/spawner/random/trash/mess = 30,
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/obj/item/kirbyplants/fern = 20,
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/obj/structure/closet/crate/decorations = 15,
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/obj/structure/destructible/cult/pants_altar = 1,
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)
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/obj/effect/spawner/random/structure/crate_abandoned
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name = "locked crate spawner"
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icon_state = "crate_secure"
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spawn_loot_chance = 20
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loot = list(/obj/structure/closet/crate/secure/loot)
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/obj/effect/spawner/random/structure/girder
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name = "girder spawner"
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icon_state = "girder"
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spawn_loot_chance = 90
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loot = list( // 80% chance normal girder, 10% chance of displaced, 10% chance of nothing
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/obj/structure/girder = 8,
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/obj/structure/girder/displaced = 1,
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)
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/obj/effect/spawner/random/structure/grille
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name = "grille spawner"
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icon_state = "grille"
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spawn_loot_chance = 90
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loot = list( // 80% chance normal grille, 10% chance of broken, 10% chance of nothing
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/obj/structure/grille = 8,
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/obj/structure/grille/broken = 1,
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)
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/obj/effect/spawner/random/structure/furniture_parts
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name = "furniture parts spawner"
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icon_state = "table_parts"
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loot = list(
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/obj/structure/table_frame,
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/obj/structure/table_frame/wood,
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/obj/item/rack_parts,
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)
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/obj/effect/spawner/random/structure/table_or_rack
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name = "table or rack spawner"
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icon_state = "rack_parts"
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loot = list(
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/obj/effect/spawner/random/structure/table,
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/obj/structure/rack,
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)
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/obj/effect/spawner/random/structure/table
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name = "table spawner"
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icon_state = "table"
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loot = list(
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/obj/structure/table = 40,
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/obj/structure/table/wood = 30,
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/obj/structure/table/glass = 20,
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/obj/structure/table/reinforced = 5,
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/obj/structure/table/wood/poker = 5,
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)
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/obj/effect/spawner/random/structure/table_fancy
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name = "table spawner"
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icon_state = "table_fancy"
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loot_type_path = /obj/structure/table/wood/fancy
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loot = list()
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/obj/effect/spawner/random/structure/tank_holder
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name = "tank holder spawner"
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icon_state = "tank_holder"
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loot = list(
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/obj/structure/tank_holder/oxygen = 40,
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/obj/structure/tank_holder/extinguisher = 40,
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/obj/structure/tank_holder = 20,
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/obj/structure/tank_holder/extinguisher/advanced = 1,
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)
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/obj/effect/spawner/random/structure/closet_empty
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name = "empty closet spawner"
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icon_state = "locker"
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loot = list(
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/obj/structure/closet = 850,
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/obj/structure/closet/cabinet = 150,
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/obj/structure/closet/acloset = 1,
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)
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/obj/effect/spawner/random/structure/closet_empty/make_item(spawn_loc, type_path_to_make)
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var/obj/structure/closet/peek_a_boo = ..()
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if(istype(peek_a_boo) && prob(50))
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peek_a_boo.open(special_effects = FALSE) //the crate appears immediatly out of thin air so no need to animate anything
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return peek_a_boo
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/obj/effect/spawner/random/structure/closet_empty/crate
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name = "empty crate spawner"
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icon_state = "crate"
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loot = list(
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/obj/structure/closet/crate = 20,
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/obj/structure/closet/crate/wooden = 1,
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/obj/structure/closet/crate/internals = 1,
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/obj/structure/closet/crate/medical = 1,
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/obj/structure/closet/crate/freezer = 1,
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/obj/structure/closet/crate/radiation = 1,
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/obj/structure/closet/crate/hydroponics = 1,
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/obj/structure/closet/crate/engineering = 1,
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/obj/structure/closet/crate/engineering/electrical = 1,
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/obj/structure/closet/crate/science = 1,
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)
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/obj/effect/spawner/random/structure/closet_empty/crate/with_loot
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name = "crate spawner with maintenance loot"
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icon_state = "crate"
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/obj/effect/spawner/random/structure/closet_empty/crate/with_loot/make_item(spawn_loc, type_path_to_make)
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var/obj/structure/closet/closet_to_fill = ..()
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closet_to_fill.RegisterSignal(closet_to_fill, COMSIG_CLOSET_POPULATE_CONTENTS, TYPE_PROC_REF(/obj/structure/closet/, populate_with_random_maint_loot))
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return closet_to_fill
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/obj/effect/spawner/random/structure/crate_loot
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name = "lootcrate spawner"
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icon_state = "crate"
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loot = list(
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/obj/effect/spawner/random/structure/closet_empty/crate/with_loot = 15,
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/obj/effect/spawner/random/structure/closet_empty/crate = 4,
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/obj/structure/closet/crate/secure/loot = 1,
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)
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/obj/effect/spawner/random/structure/closet_private
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name = "private closet spawner"
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icon_state = "cabinet"
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loot = list(
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/obj/structure/closet/secure_closet/personal,
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/obj/structure/closet/secure_closet/personal/cabinet,
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)
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/obj/effect/spawner/random/structure/closet_maintenance
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name = "maintenance closet spawner"
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icon_state = "locker"
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loot = list( // use these for maintenance areas
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/obj/effect/spawner/random/structure/closet_empty = 10,
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/obj/structure/closet/emcloset = 2,
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/obj/structure/closet/firecloset = 2,
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/obj/structure/closet/toolcloset = 2,
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/obj/structure/closet/l3closet = 1,
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/obj/structure/closet/radiation = 1,
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/obj/structure/closet/bombcloset = 1,
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/obj/structure/closet/mini_fridge/grimy = 1,
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)
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/obj/effect/spawner/random/structure/chair_flipped
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name = "flipped chair spawner"
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icon_state = "chair"
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loot = list(
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/obj/item/chair/wood,
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/obj/item/chair/stool/bar,
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/obj/item/chair/stool,
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/obj/item/chair,
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)
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/obj/effect/spawner/random/structure/chair_comfy
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name = "comfy chair spawner"
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icon_state = "chair"
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loot_type_path = /obj/structure/chair/comfy
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loot = list()
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/obj/effect/spawner/random/structure/chair_maintenance
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name = "maintenance chair spawner"
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icon_state = "chair"
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loot = list(
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/obj/structure/chair = 200,
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/obj/structure/chair/stool = 200,
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/obj/structure/chair/stool/bar = 200,
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/obj/effect/spawner/random/structure/chair_flipped = 150,
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/obj/structure/chair/wood = 100,
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/obj/effect/spawner/random/structure/chair_comfy = 50,
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/obj/structure/chair/office/light = 50,
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/obj/structure/chair/office = 50,
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/obj/structure/chair/wood/wings = 1,
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/obj/structure/chair/old = 1,
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)
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/obj/effect/spawner/random/structure/barricade
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name = "barricade spawner"
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icon_state = "barricade"
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spawn_loot_chance = 80
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loot = list(
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/obj/structure/barricade/wooden,
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/obj/structure/barricade/wooden/crude,
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)
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/obj/effect/spawner/random/structure/billboard
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name = "billboard spawner"
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icon = 'icons/obj/fluff/billboard.dmi'
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icon_state = "billboard_random"
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loot = list(
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/obj/structure/billboard/azik = 50,
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/obj/structure/billboard/donk_n_go = 50,
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/obj/structure/billboard/space_cola = 50,
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/obj/structure/billboard/nanotrasen = 35,
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/obj/structure/billboard/nanotrasen/defaced = 15,
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)
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/obj/effect/spawner/random/structure/billboard/nanotrasen //useful for station maps- NT isn't the sort to advertise for competitors
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name = "\improper Nanotrasen billboard spawner"
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loot = list(
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/obj/structure/billboard/nanotrasen = 35,
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/obj/structure/billboard/nanotrasen/defaced = 15,
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)
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/obj/effect/spawner/random/structure/billboard/lizardsgas //for the space ruin, The Lizard's Gas. I don't see much use for the sprites below anywhere else since they're unifunctional.
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name = "\improper The Lizards Gas billboard spawner"
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loot = list(
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/obj/structure/billboard/lizards_gas = 75,
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/obj/structure/billboard/lizards_gas/defaced = 25,
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)
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/obj/effect/spawner/random/structure/billboard/roadsigns //also pretty much only unifunctionally useful for gas stations
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name = "\improper Gas Station billboard spawner"
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loot = list(
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/obj/structure/billboard/roadsign/two,
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/obj/structure/billboard/roadsign/twothousand,
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/obj/structure/billboard/roadsign/twomillion,
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/obj/structure/billboard/roadsign/error,
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)
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/obj/effect/spawner/random/structure/steam_vent
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name = "steam vent spawner"
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loot = list(
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/obj/structure/steam_vent,
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/obj/structure/steam_vent/fast,
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)
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/obj/effect/spawner/random/structure/musician/piano/random_piano
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name = "random piano spawner"
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icon_state = "piano"
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loot = list(
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/obj/structure/musician/piano,
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/obj/structure/musician/piano/minimoog,
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)
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/obj/effect/spawner/random/structure/shipping_container
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name = "shipping container spawner"
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icon = 'icons/obj/fluff/containers.dmi'
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icon_state = "random_container"
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loot = list(
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/obj/structure/shipping_container/conarex = 3,
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/obj/structure/shipping_container/deforest = 3,
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/obj/structure/shipping_container/kahraman = 3,
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/obj/structure/shipping_container/kahraman/alt = 3,
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/obj/structure/shipping_container/kosmologistika = 3,
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/obj/structure/shipping_container/interdyne = 3,
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/obj/structure/shipping_container/nakamura = 3,
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/obj/structure/shipping_container/nanotrasen = 3,
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/obj/structure/shipping_container/nthi = 3,
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/obj/structure/shipping_container/vitezstvi = 3,
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/obj/structure/shipping_container/cybersun = 2,
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/obj/structure/shipping_container/donk_co = 2,
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/obj/structure/shipping_container/gorlex = 1,
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/obj/structure/shipping_container/gorlex/red = 1,
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)
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