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CHOMPStation2/code/modules/mining/abandonedcrates.dm

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/obj/structure/closet/crate/secure/loot
name = "abandoned crate"
desc = "What could be inside?"
closet_appearance = /decl/closet_appearance/crate/secure
var/list/code = list()
var/list/lastattempt = list()
var/attempts = 10
var/codelen = 4
locked = 1
/obj/structure/closet/crate/secure/loot/New()
..()
var/list/digits = list("1", "2", "3", "4", "5", "6", "7", "8", "9", "0")
for(var/i in 1 to codelen)
code += pick(digits)
digits -= code[code.len]
generate_loot()
/obj/structure/closet/crate/secure/loot/proc/generate_loot()
var/loot = rand(1, 99)
switch(loot)
if(1 to 5) // Common things go, 5%
new/obj/item/weapon/reagent_containers/food/drinks/bottle/rum(src)
new/obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey(src)
new/obj/item/weapon/reagent_containers/food/snacks/grown/ambrosiadeus(src)
new/obj/item/weapon/flame/lighter/zippo(src)
if(6 to 10)
new/obj/item/weapon/pickaxe/drill(src)
new/obj/item/device/taperecorder(src)
new/obj/item/clothing/suit/space(src)
new/obj/item/clothing/head/helmet/space(src)
if(11 to 15)
new/obj/item/weapon/reagent_containers/glass/beaker/bluespace(src)
if(16 to 20)
for(var/i = 0, i < 10, i++)
new/obj/item/weapon/ore/diamond(src)
if(21 to 25)
for(var/i = 0, i < 3, i++)
new/obj/machinery/portable_atmospherics/hydroponics(src)
if(26 to 30)
for(var/i = 0, i < 3, i++)
new/obj/item/weapon/reagent_containers/glass/beaker/noreact(src)
if(31 to 35)
spawn_money(rand(300,800), src)
if(36 to 40)
new/obj/item/weapon/melee/baton(src)
if(41 to 45)
new/obj/item/clothing/under/shorts/red(src)
new/obj/item/clothing/under/shorts/blue(src)
if(46 to 50)
new/obj/item/clothing/under/chameleon(src)
for(var/i = 0, i < 7, i++)
new/obj/item/clothing/accessory/tie/horrible(src)
if(51 to 52) // Uncommon, 2% each
new/obj/item/weapon/melee/classic_baton(src)
if(53 to 54)
new/obj/item/latexballon(src)
if(55 to 56)
var/newitem = pick(typesof(/obj/item/toy/mecha) - /obj/item/toy/mecha)
new newitem(src)
if(57 to 58)
new/obj/item/toy/syndicateballoon(src)
if(59 to 60)
new/obj/item/weapon/rig/industrial(src)
if(61 to 62)
for(var/i = 0, i < 12, ++i)
new/obj/item/clothing/head/kitty(src)
if(63 to 64)
var/t = rand(4,7)
for(var/i = 0, i < t, ++i)
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/phoron, /obj/item/weapon/coin/uranium, /obj/item/weapon/coin/platinum)
new newcoin(src)
if(65 to 66)
new/obj/item/clothing/suit/ianshirt(src)
if(67 to 68)
var/t = rand(4,7)
for(var/i = 0, i < t, ++i)
var/newitem = pick(typesof(/obj/item/weapon/stock_parts) - /obj/item/weapon/stock_parts - /obj/item/weapon/stock_parts/subspace)
new newitem(src)
if(69 to 70)
new/obj/item/weapon/pickaxe/silver(src)
if(71 to 72)
new/obj/item/weapon/pickaxe/drill(src)
if(73 to 74)
new/obj/item/weapon/pickaxe/jackhammer(src)
if(75 to 76)
new/obj/item/weapon/pickaxe/diamond(src)
if(77 to 78)
new/obj/item/weapon/pickaxe/diamonddrill(src)
if(79 to 80)
new/obj/item/weapon/pickaxe/gold(src)
if(81 to 82)
new/obj/item/weapon/pickaxe/plasmacutter(src)
if(83 to 84)
new/obj/item/toy/katana(src)
if(85 to 86)
new/obj/item/seeds/random(src)
if(87) // Rarest things, some are unobtainble otherwise, some are just robust, 1% each
new/obj/item/weed_extract(src)
if(88)
new/obj/item/xenos_claw(src)
if(89)
new/obj/item/clothing/head/bearpelt(src)
if(90)
new/obj/item/organ/internal/heart(src)
if(91)
new/obj/item/device/soulstone(src)
if(92)
new/obj/item/weapon/material/sword/katana(src)
if(93)
new/obj/item/weapon/dnainjector/xraymut(src) // Probably the least OP
if(94) // Why the hell not
new/obj/item/weapon/storage/backpack/clown(src)
new/obj/item/clothing/under/rank/clown(src)
new/obj/item/clothing/shoes/clown_shoes(src)
new/obj/item/device/pda/clown(src)
new/obj/item/clothing/mask/gas/clown_hat(src)
new/obj/item/weapon/bikehorn(src)
//new/obj/item/weapon/stamp/clown(src) I'd add it, but only clowns can use it
new/obj/item/weapon/pen/crayon/rainbow(src)
new/obj/item/weapon/reagent_containers/spray/waterflower(src)
if(95)
new/obj/item/clothing/under/mime(src)
new/obj/item/clothing/shoes/black(src)
new/obj/item/device/pda/mime(src)
new/obj/item/clothing/gloves/white(src)
new/obj/item/clothing/mask/gas/mime(src)
new/obj/item/clothing/head/beret(src)
new/obj/item/clothing/suit/suspenders(src)
new/obj/item/weapon/pen/crayon/mime(src)
new/obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing(src)
if(96)
new/obj/item/weapon/vampiric(src)
if(97)
new/obj/item/weapon/archaeological_find(src)
if(98)
new/obj/item/weapon/melee/energy/sword(src)
if(99)
new/obj/item/weapon/storage/belt/champion(src)
new/obj/item/clothing/mask/luchador(src)
/obj/structure/closet/crate/secure/loot/togglelock(mob/user as mob)
if(!locked)
return
to_chat(user, "<span class='notice'>The crate is locked with a Deca-code lock.</span>")
var/input = input(usr, "Enter [codelen] digits. All digits must be unique.", "Deca-Code Lock", "") as text
if(!Adjacent(user))
return
var/list/sanitised = list()
var/sanitycheck = 1
for(var/i=1,i<=length(input),i++) //put the guess into a list
sanitised += text2num(copytext(input,i,i+1))
for(var/i=1,i<=(length(input)-1),i++) //compare each digit in the guess to all those following it
for(var/j=(i+1),j<=length(input),j++)
if(sanitised[i] == sanitised[j])
sanitycheck = null //if a digit is repeated, reject the input
if(input == null || sanitycheck == null || length(input) != codelen)
to_chat(user, "<span class='notice'>You leave the crate alone.</span>")
else if(check_input(input))
to_chat(user, "<span class='notice'>The crate unlocks!</span>")
playsound(src, 'sound/machines/lockreset.ogg', 50, 1)
set_locked(0)
else
visible_message("<span class='warning'>A red light on \the [src]'s control panel flashes briefly.</span>")
attempts--
if (attempts == 0)
to_chat(user, "<span class='danger'>The crate's anti-tamper system activates!</span>")
var/turf/T = get_turf(src.loc)
explosion(T, 0, 0, 1, 2)
qdel(src)
/obj/structure/closet/crate/secure/loot/emag_act(var/remaining_charges, var/mob/user)
if (locked)
to_chat(user, "<span class='notice'>The crate unlocks!</span>")
locked = 0
/obj/structure/closet/crate/secure/loot/proc/check_input(var/input)
if(length(input) != codelen)
return 0
. = 1
lastattempt.Cut()
for(var/i in 1 to codelen)
var/guesschar = copytext(input, i, i+1)
lastattempt += guesschar
if(guesschar != code[i])
. = 0
/obj/structure/closet/crate/secure/loot/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(locked)
if (istype(W, /obj/item/device/multitool)) // Greetings Urist McProfessor, how about a nice game of cows and bulls?
to_chat(user, "<span class='notice'>DECA-CODE LOCK ANALYSIS:</span>")
if (attempts == 1)
to_chat(user, "<span class='warning'>* Anti-Tamper system will activate on the next failed access attempt.</span>")
else
to_chat(user, "<span class='notice'>* Anti-Tamper system will activate after [src.attempts] failed access attempts.</span>")
if(lastattempt.len)
var/bulls = 0
var/cows = 0
var/list/code_contents = code.Copy()
for(var/i in 1 to codelen)
if(lastattempt[i] == code[i])
++bulls
else if(lastattempt[i] in code_contents)
++cows
code_contents -= lastattempt[i]
var/previousattempt = null //convert back to string for readback
for(var/i in 1 to codelen)
previousattempt = addtext(previousattempt, lastattempt[i])
to_chat(user, "<span class='notice'>Last code attempt, [previousattempt], had [bulls] correct digits at correct positions and [cows] correct digits at incorrect positions.</span>")
return
..()