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CHOMPStation2/code/game/objects/random/_random.dm
CHOMPStation2StaffMirrorBot d82d0807a5 [MIRROR] Polaris Hook Removal Part 1 (#11887)
Co-authored-by: Will <7099514+Willburd@users.noreply.github.com>
Co-authored-by: C.L. <killer65311@gmail.com>
2025-10-30 21:40:35 +01:00

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/obj/random
name = "random object"
desc = "This item type is used to spawn random objects at round-start"
icon = 'icons/misc/random_spawners.dmi'
icon_state = "generic"
var/spawn_nothing_percentage = 0 // this variable determines the likelyhood that this random object will not spawn anything
var/drop_get_turf = TRUE
/obj/random/Initialize(mapload)
. = INITIALIZE_HINT_QDEL
..()
if (prob(spawn_nothing_percentage))
return
try_spawn_item()
/obj/random/proc/try_spawn_item()
var/atom/result = spawn_item()
if(istype(result) && !QDELETED(result))
apply_adjustments(result)
else if(islist(result))
for(var/atom/A in result)
if(!QDELETED(A))
apply_adjustments(A)
// this function should return a specific item to spawn
/obj/random/proc/item_to_spawn()
return
/obj/random/proc/apply_adjustments(atom/A)
if(istype(A))
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.set_dir(dir)
/obj/random/drop_location()
return drop_get_turf ? get_turf(src) : ..()
// creates the random item
/obj/random/proc/spawn_item()
var/build_path = item_to_spawn()
return new build_path(drop_location())
/proc/get_random_useful_type()
if(!LAZYLEN(GLOB.random_useful_))
GLOB.random_useful_ = subtypesof(/obj/item/pen/crayon)
GLOB.random_useful_ += /obj/item/pen
GLOB.random_useful_ += /obj/item/pen/blue
GLOB.random_useful_ += /obj/item/pen/red
GLOB.random_useful_ += /obj/item/pen/multi
GLOB.random_useful_ += /obj/item/storage/box/matches
GLOB.random_useful_ += /obj/item/stack/material/cardboard
return pick(GLOB.random_useful_)
/proc/get_random_junk_type()
if(prob(20)) // Misc. clutter
return /obj/effect/decal/cleanable/generic
if(prob(70)) // Misc. junk
if(!LAZYLEN(GLOB.random_junk_))
GLOB.random_junk_ = subtypesof(/obj/item/trash)
GLOB.random_junk_ += /obj/effect/decal/cleanable/bug_remains
GLOB.random_junk_ += /obj/effect/decal/remains/mouse
GLOB.random_junk_ += /obj/effect/decal/remains/robot
GLOB.random_junk_ += /obj/item/paper/crumpled
GLOB.random_junk_ += /obj/item/inflatable/torn
GLOB.random_junk_ += /obj/effect/decal/cleanable/molten_item
GLOB.random_junk_ += /obj/item/material/shard
GLOB.random_junk_ -= /obj/item/trash/plate
GLOB.random_junk_ -= /obj/item/trash/snack_bowl
GLOB.random_junk_ -= /obj/item/trash/syndi_cakes
GLOB.random_junk_ -= /obj/item/trash/tray
return pick(GLOB.random_junk_)
// Misc. actually useful stuff
return get_random_useful_type()
/////////////////////////////////////////////////////////////////////////
/obj/random/single
name = "randomly spawned object"
desc = "This item type is used to randomly spawn a given object at round-start"
icon_state = "generic"
var/spawn_object = null
/obj/random/single/item_to_spawn()
return ispath(spawn_object) ? spawn_object : text2path(spawn_object)
//Multiple Object Spawn
/obj/random/multiple
/obj/random/multiple/spawn_item()
var/list/things_to_make = item_to_spawn()
for(var/new_type in things_to_make)
LAZYADD(., new new_type(src.loc))
/*
// Multi Point Spawn
// Selects one spawn point out of a group of points with the same ID and asks it to generate its items
*/
var/list/multi_point_spawns
/obj/random_multi
name = "random object spawn point"
desc = "This item type is used to spawn random objects at round-start. Only one spawn point for a given group id is selected."
icon = 'icons/misc/random_spawners.dmi'
icon_state = "generic_3"
invisibility = INVISIBILITY_MAXIMUM
var/id // Group id
var/weight // Probability weight for this spawn point
/obj/random_multi/Initialize(mapload)
. = ..()
weight = max(1, round(weight))
if(!multi_point_spawns)
multi_point_spawns = list()
var/list/spawnpoints = multi_point_spawns[id]
if(!spawnpoints)
spawnpoints = list()
multi_point_spawns[id] = spawnpoints
spawnpoints[src] = weight
/obj/random_multi/Destroy()
var/list/spawnpoints = multi_point_spawns[id]
spawnpoints -= src
if(!spawnpoints.len)
multi_point_spawns -= id
. = ..()
/obj/random_multi/proc/generate_items()
return
/obj/random_multi/single_item
var/item_path // Item type to spawn
/obj/random_multi/single_item/generate_items()
new item_path(loc)