Files
CHOMPStation2/code/modules/mining/abandonedcrates.dm
Chinsky 30de86c081 Accessories update.
Moves them away from 'tie' legacy - path change, and different code files.
Changed single hastie var into accessories list, to allow multiple articles worn at same time. Updated all affected places in code to work with it.
Currently any number of decorative accessories can be attached, one utility (holster/webbing) and one armband.
2015-02-08 12:35:50 +03:00

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/obj/structure/closet/crate/secure/loot
name = "abandoned crate"
desc = "What could be inside?"
icon_state = "securecrate"
icon_opened = "securecrateopen"
icon_closed = "securecrate"
var/code = null
var/lastattempt = null
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")
code = ""
for(var/i = 0, i < codelen, i++)
var/dig = pick(digits)
code += dig
digits -= dig // Player can enter codes with matching digits, but there are never matching digits in the answer
var/loot = rand(1, 100)
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/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/prize) - /obj/item/toy/prize)
new newitem(src)
if(57 to 58)
new/obj/item/toy/syndicateballoon(src)
if(59 to 60)
new/obj/item/weapon/rig(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/organ/xenos/plasmavessel(src)
if(90)
new/obj/item/organ/heart(src)
if(91)
new/obj/item/device/soulstone(src)
if(92)
new/obj/item/weapon/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/toy/crayon/rainbow(src)
new/obj/item/toy/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/toy/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)
if(100)
new/obj/item/clothing/head/bearpelt(src)
/obj/structure/closet/crate/secure/loot/togglelock(mob/user as mob)
if(locked)
user << "<span class='notice'>The crate is locked with a Deca-code lock.</span>"
var/input = input(usr, "Enter [codelen] digits.", "Deca-Code Lock", "") as text
if(in_range(src, user))
if (input == code)
user << "<span class='notice'>The crate unlocks!</span>"
locked = 0
overlays.Cut()
overlays += greenlight
else if (input == null || length(input) != codelen)
user << "<span class='notice'>You leave the crate alone.</span>"
else
user << "<span class='warning'>A red light flashes.</span>"
lastattempt = input
attempts--
if (attempts == 0)
user << "<span class='danger'>The crate's anti-tamper system activates!</span>"
var/turf/T = get_turf(src.loc)
explosion(T, 0, 0, 0, 1)
del(src)
return
else
user << "<span class='notice'>You attempt to interact with the device using a hand gesture, but it appears this crate is from before the DECANECT came out.</span>"
return
else
return ..()
/obj/structure/closet/crate/secure/loot/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(locked)
if (istype(W, /obj/item/weapon/card/emag))
user << "<span class='notice'>The crate unlocks!</span>"
locked = 0
if (istype(W, /obj/item/device/multitool)) // Greetings Urist McProfessor, how about a nice game of cows and bulls?
user << "<span class='notice'>DECA-CODE LOCK REPORT:</span>"
if (attempts == 1)
user << "<span class='warning'>* Anti-Tamper Bomb will activate on next failed access attempt.</span>"
else
user << "<span class='notice'>* Anti-Tamper Bomb will activate after [src.attempts] failed access attempts.</span>"
if (lastattempt != null)
var/list/guess = list()
var/bulls = 0
var/cows = 0
for(var/i = 1, i < codelen + 1, i++)
var/a = copytext(lastattempt, i, i+1) // Stuff the code into the list
guess += a
guess[a] = i
for(var/i in guess) // Go through list and count matches
var/a = findtext(code, i)
if(a == guess[i])
++bulls
else if(a)
++cows
user << "<span class='notice'>Last code attempt had [bulls] correct digits at correct positions and [cows] correct digits at incorrect positions.</span>"
else ..()
else ..()