/* // Least descriptive filename? // This is where all of the things that aren't really loot should go. // Barricades, mines, etc. */ /obj/random/junk //Broken items, or stuff that could be picked up name = "random junk" desc = "This is some random junk." icon = 'icons/obj/trash.dmi' icon_state = "trashbag3" /obj/random/junk/item_to_spawn() return get_random_junk_type() /obj/random/trash //Mostly remains and cleanable decals. Stuff a janitor could clean up name = "random trash" desc = "This is some random trash." icon = 'icons/effects/effects.dmi' icon_state = "greenglow" /obj/random/trash/item_to_spawn() return pick(/obj/effect/decal/remains/lizard, /obj/effect/decal/cleanable/blood/gibs/robot, /obj/effect/decal/cleanable/blood/oil, /obj/effect/decal/cleanable/blood/oil/streak, /obj/effect/decal/cleanable/spiderling_remains, /obj/effect/decal/remains/mouse, /obj/effect/decal/cleanable/vomit, /obj/effect/decal/cleanable/blood/splatter, /obj/effect/decal/cleanable/ash, /obj/effect/decal/cleanable/generic, /obj/effect/decal/cleanable/flour, /obj/effect/decal/cleanable/dirt, /obj/effect/decal/remains/robot) /obj/random/obstruction //Large objects to block things off in maintenance name = "random obstruction" desc = "This is a random obstruction." icon = 'icons/obj/cult.dmi' icon_state = "cultgirder" /obj/random/obstruction/item_to_spawn() return pick(/obj/structure/barricade, /obj/structure/girder, /obj/structure/girder/displaced, /obj/structure/girder/reinforced, /obj/structure/grille, /obj/structure/grille/broken, /obj/structure/foamedmetal, /obj/structure/inflatable, /obj/structure/inflatable/door) /obj/random/landmine name = "Random Land Mine" desc = "This is a random land mine." icon = 'icons/obj/weapons.dmi' icon_state = "uglymine" spawn_nothing_percentage = 25 /obj/random/landmine/item_to_spawn() return pick(prob(30);/obj/effect/mine, prob(25);/obj/effect/mine/frag, prob(25);/obj/effect/mine/emp, prob(10);/obj/effect/mine/stun, prob(10);/obj/effect/mine/incendiary,) /obj/random/humanoidremains name = "Random Humanoid Remains" desc = "This is a random pile of remains." spawn_nothing_percentage = 15 icon = 'icons/effects/blood.dmi' icon_state = "remains" /obj/random/humanoidremains/item_to_spawn() return pick(prob(30);/obj/effect/decal/remains/human, prob(25);/obj/effect/decal/remains/ribcage, prob(25);/obj/effect/decal/remains/tajaran, prob(10);/obj/effect/decal/remains/unathi, prob(10);/obj/effect/decal/remains/posi ) /obj/random_multi/single_item/captains_spare_id name = "Multi Point - Captain's Spare" id = "Captain's spare id" item_path = /obj/item/weapon/card/id/gold/captain/spare /obj/random_multi/single_item/hand_tele name = "Multi Point - Hand Teleporter" id = "hand tele" item_path = /obj/item/weapon/hand_tele /obj/random_multi/single_item/sfr_headset name = "Multi Point - headset" id = "SFR headset" item_path = /obj/random/sfr // This is in here because it's spawned by the SFR Headset randomizer /obj/random/sfr name = "random SFR headset" desc = "This is a headset spawn." icon = 'icons/misc/mark.dmi' icon_state = "rup" /obj/random/sfr/item_to_spawn() return pick(prob(25);/obj/item/device/radio/headset/heads/captain/sfr, prob(25);/obj/item/device/radio/headset/headset_cargo/alt, prob(25);/obj/item/device/radio/headset/headset_com/alt, prob(25);/obj/item/device/radio/headset) // Mining Goodies /obj/random/multiple/minevault name = "random vault loot" desc = "Loot for mine vaults." icon = 'icons/obj/storage.dmi' icon_state = "crate" /obj/random/multiple/minevault/item_to_spawn() return pick( prob(5);list( /obj/item/clothing/mask/smokable/pipe, /obj/item/weapon/reagent_containers/food/drinks/bottle/rum, /obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey, /obj/item/weapon/reagent_containers/food/snacks/grown/ambrosiadeus, /obj/item/weapon/flame/lighter/zippo, /obj/structure/closet/crate/hydroponics ), prob(5);list( /obj/item/weapon/pickaxe/drill, /obj/item/clothing/suit/space/void/mining, /obj/item/clothing/head/helmet/space/void/mining, /obj/structure/closet/crate/engineering ), prob(5);list( /obj/item/weapon/pickaxe/drill, /obj/item/clothing/suit/space/void/mining/alt, /obj/item/clothing/head/helmet/space/void/mining/alt, /obj/structure/closet/crate/engineering ), prob(5);list( /obj/item/weapon/reagent_containers/glass/beaker/bluespace, /obj/item/weapon/reagent_containers/glass/beaker/bluespace, /obj/item/weapon/reagent_containers/glass/beaker/bluespace, /obj/structure/closet/crate/science ), prob(5);list( /obj/item/weapon/ore/diamond, /obj/item/weapon/ore/diamond, /obj/item/weapon/ore/diamond, /obj/item/weapon/ore/diamond, /obj/item/weapon/ore/diamond, /obj/item/weapon/ore/diamond, /obj/item/weapon/ore/diamond, /obj/item/weapon/ore/diamond, /obj/item/weapon/ore/diamond, /obj/item/weapon/ore/diamond, /obj/item/weapon/ore/gold, /obj/item/weapon/ore/gold, /obj/item/weapon/ore/gold, /obj/item/weapon/ore/gold, /obj/item/weapon/ore/gold, /obj/item/weapon/ore/gold, /obj/item/weapon/ore/gold, /obj/item/weapon/ore/gold, /obj/item/weapon/ore/gold, /obj/item/weapon/ore/gold, /obj/structure/closet/crate/engineering ), prob(5);list( /obj/item/weapon/pickaxe/drill, /obj/item/clothing/glasses/material, /obj/structure/ore_box, /obj/structure/closet/crate ), prob(5);list( /obj/item/weapon/reagent_containers/glass/beaker/noreact, /obj/item/weapon/reagent_containers/glass/beaker/noreact, /obj/item/weapon/reagent_containers/glass/beaker/noreact, /obj/structure/closet/crate/science ), prob(5);list( /obj/item/weapon/storage/secure/briefcase/money, /obj/structure/closet/crate/freezer/rations ), prob(5);list( /obj/item/clothing/accessory/tie/horrible, /obj/item/clothing/accessory/tie/horrible, /obj/item/clothing/accessory/tie/horrible, /obj/item/clothing/accessory/tie/horrible, /obj/item/clothing/accessory/tie/horrible, /obj/item/clothing/accessory/tie/horrible, /obj/structure/closet/crate ), prob(5);list( /obj/item/weapon/melee/baton, /obj/item/weapon/melee/baton, /obj/item/weapon/melee/baton, /obj/item/weapon/melee/baton, /obj/structure/closet/crate ), prob(5);list( /obj/item/clothing/under/shorts/red, /obj/item/clothing/under/shorts/blue, /obj/structure/closet/crate ), prob(2);list( /obj/item/weapon/melee/baton/cattleprod, /obj/item/weapon/melee/baton/cattleprod, /obj/item/weapon/cell/high, /obj/item/weapon/cell/high, /obj/structure/closet/crate ), prob(2);list( /obj/item/latexballon, /obj/item/latexballon, /obj/structure/closet/crate ), prob(2);list( /obj/item/toy/syndicateballoon, /obj/item/toy/syndicateballoon, /obj/structure/closet/crate ), prob(2);list( /obj/item/weapon/rig/industrial/equipped, /obj/item/weapon/storage/bag/ore, /obj/structure/closet/crate/engineering ), prob(2);list( /obj/item/clothing/head/kitty, /obj/item/clothing/head/kitty, /obj/item/clothing/head/kitty, /obj/item/clothing/head/kitty, /obj/structure/closet/crate ), prob(2);list( /obj/random/coin, /obj/random/coin, /obj/random/coin, /obj/random/coin, /obj/random/coin, /obj/structure/closet/crate/plastic ), prob(2);list( /obj/random/multiple/voidsuit, /obj/random/multiple/voidsuit, /obj/structure/closet/crate/engineering ), prob(2);list( /obj/item/clothing/suit/space/syndicate/black/red, /obj/item/clothing/head/helmet/space/syndicate/black/red, /obj/item/clothing/suit/space/syndicate/black/red, /obj/item/clothing/head/helmet/space/syndicate/black/red, /obj/item/weapon/gun/projectile/automatic/mini_uzi, /obj/item/weapon/gun/projectile/automatic/mini_uzi, /obj/item/ammo_magazine/m45uzi, /obj/item/ammo_magazine/m45uzi, /obj/item/ammo_magazine/m45uzi/empty, /obj/item/ammo_magazine/m45uzi/empty, /obj/structure/closet/crate/plastic ), prob(2);list( /obj/item/clothing/suit/ianshirt, /obj/item/clothing/suit/ianshirt, /obj/item/weapon/bedsheet/ian, /obj/structure/closet/crate/plastic ), prob(2);list( /obj/item/clothing/suit/armor/vest, /obj/item/clothing/suit/armor/vest, /obj/item/weapon/gun/projectile/garand, /obj/item/weapon/gun/projectile/garand, /obj/item/ammo_magazine/m762garand, /obj/item/ammo_magazine/m762garand, /obj/structure/closet/crate/plastic ), prob(2);list( /obj/mecha/working/ripley/mining ), prob(2);list( /obj/mecha/working/hoverpod/combatpod ), prob(2);list( /obj/item/weapon/pickaxe/silver, /obj/item/weapon/storage/bag/ore, /obj/item/clothing/glasses/material, /obj/structure/closet/crate/engineering ), prob(2);list( /obj/item/weapon/pickaxe/drill, /obj/item/weapon/storage/bag/ore, /obj/item/clothing/glasses/material, /obj/structure/closet/crate/engineering ), prob(2);list( /obj/item/weapon/pickaxe/jackhammer, /obj/item/weapon/storage/bag/ore, /obj/item/clothing/glasses/material, /obj/structure/closet/crate/engineering ), prob(2);list( /obj/item/weapon/pickaxe/diamond, /obj/item/weapon/storage/bag/ore, /obj/item/clothing/glasses/material, /obj/structure/closet/crate/engineering ), prob(2);list( /obj/item/weapon/pickaxe/diamonddrill, /obj/item/weapon/storage/bag/ore, /obj/item/clothing/glasses/material, /obj/structure/closet/crate/engineering ), prob(2);list( /obj/item/weapon/pickaxe/gold, /obj/item/weapon/storage/bag/ore, /obj/item/clothing/glasses/material, /obj/structure/closet/crate/engineering ), prob(2);list( /obj/item/weapon/pickaxe/plasmacutter, /obj/item/weapon/storage/bag/ore, /obj/item/clothing/glasses/material, /obj/structure/closet/crate/engineering ), prob(2);list( /obj/item/weapon/material/sword/katana, /obj/item/weapon/material/sword/katana, /obj/structure/closet/crate ), prob(2);list( /obj/item/weapon/material/sword, /obj/item/weapon/material/sword, /obj/structure/closet/crate ), prob(1);list( /obj/item/clothing/mask/balaclava, /obj/item/weapon/material/star, /obj/item/weapon/material/star, /obj/item/weapon/material/star, /obj/item/weapon/material/star, /obj/structure/closet/crate ), prob(1);list( /obj/item/weed_extract, /obj/item/xenos_claw, /obj/structure/closet/crate/science ), prob(1);list( /obj/item/clothing/head/bearpelt, /obj/item/clothing/under/soviet, /obj/item/clothing/under/soviet, /obj/item/weapon/gun/projectile/shotgun/pump/rifle/ceremonial, /obj/item/weapon/gun/projectile/shotgun/pump/rifle/ceremonial, /obj/structure/closet/crate ), prob(1);list( /obj/item/weapon/gun/projectile/revolver/detective, /obj/item/weapon/gun/projectile/contender, /obj/item/weapon/gun/projectile/p92x, /obj/item/weapon/gun/projectile/derringer, /obj/structure/closet/crate ), prob(1);list( /obj/item/weapon/melee/cultblade, /obj/item/clothing/suit/cultrobes, /obj/item/clothing/head/culthood, /obj/item/device/soulstone, /obj/structure/closet/crate ), prob(1);list( /obj/item/weapon/vampiric, /obj/item/weapon/vampiric, /obj/structure/closet/crate/science ), prob(1);list( /obj/item/weapon/archaeological_find ), prob(1);list( /obj/item/weapon/melee/energy/sword, /obj/item/weapon/melee/energy/sword, /obj/item/weapon/melee/energy/sword, /obj/item/weapon/shield/energy, /obj/item/weapon/shield/energy, /obj/structure/closet/crate/science ), prob(1);list( /obj/item/weapon/storage/backpack/clown, /obj/item/clothing/under/rank/clown, /obj/item/clothing/shoes/clown_shoes, /obj/item/device/pda/clown, /obj/item/clothing/mask/gas/clown_hat, /obj/item/weapon/bikehorn, /obj/item/toy/waterflower, /obj/item/weapon/pen/crayon/rainbow, /obj/structure/closet/crate ), prob(1);list( /obj/item/clothing/under/mime, /obj/item/clothing/shoes/black, /obj/item/device/pda/mime, /obj/item/clothing/gloves/white, /obj/item/clothing/mask/gas/mime, /obj/item/clothing/head/beret, /obj/item/clothing/suit/suspenders, /obj/item/weapon/pen/crayon/mime, /obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing, /obj/structure/closet/crate ), prob(1);list( /obj/item/weapon/storage/belt/champion, /obj/item/clothing/mask/luchador, /obj/item/clothing/mask/luchador/rudos, /obj/item/clothing/mask/luchador/tecnicos, /obj/structure/closet/crate ), prob(1);list( /obj/machinery/artifact, /obj/structure/anomaly_container ), prob(1);list( /obj/random/curseditem, /obj/random/humanoidremains, /obj/structure/closet/crate ) ) /* * Turf swappers. */ /obj/random/turf name = "random Sif turf" desc = "This is a random Sif turf." spawn_nothing_percentage = 20 var/override_outdoors = FALSE // Do we override our chosen turf's outdoors? var/turf_outdoors = TRUE // Will our turf be outdoors? /obj/random/turf/spawn_item() var/build_path = item_to_spawn() var/turf/T1 = get_turf(src) T1.ChangeTurf(build_path, 1, 1, FALSE) if(override_outdoors) T1.outdoors = turf_outdoors /obj/random/turf/item_to_spawn() return pick(prob(25);/turf/simulated/floor/outdoors/grass/sif, prob(25);/turf/simulated/floor/outdoors/dirt, prob(25);/turf/simulated/floor/outdoors/grass/sif/forest, prob(25);/turf/simulated/floor/outdoors/rocks) /obj/random/turf/lava name = "random Lava spawn" desc = "This is a random lava spawn." override_outdoors = TRUE turf_outdoors = FALSE /obj/random/turf/lava/item_to_spawn() return pick(prob(5);/turf/simulated/floor/lava, prob(3);/turf/simulated/floor/outdoors/rocks/caves, prob(1);/turf/simulated/mineral)