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CHOMPStation2/code/game/objects/structures/crates_lockers/closets/syndicate.dm
2024-09-30 21:36:41 +02:00

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/obj/structure/closet/syndicate
name = "armory closet"
desc = "Why is this here?"
closet_appearance = /decl/closet_appearance/tactical/alt
/obj/structure/closet/syndicate/personal
desc = "It's a storage unit for operative gear."
starts_with = list(
/obj/item/tank/jetpack/oxygen,
/obj/item/clothing/mask/gas/syndicate,
/obj/item/clothing/under/syndicate,
/obj/item/clothing/head/helmet/space/void/merc,
/obj/item/clothing/suit/space/void/merc,
/obj/item/tool/crowbar/red,
/obj/item/cell/high,
/obj/item/card/id/syndicate,
/obj/item/multitool,
/obj/item/shield/energy,
/obj/item/clothing/shoes/magboots)
/obj/structure/closet/syndicate/suit
desc = "It's a storage unit for voidsuits."
starts_with = list(
/obj/item/tank/jetpack/oxygen,
/obj/item/clothing/shoes/magboots,
/obj/item/clothing/suit/space/void/merc,
/obj/item/clothing/mask/gas/syndicate,
/obj/item/clothing/head/helmet/space/void/merc)
/obj/structure/closet/syndicate/nuclear
desc = "It's a storage unit for nuclear-operative gear."
starts_with = list(
/obj/item/ammo_magazine/m10mm = 5,
/obj/item/storage/box/handcuffs,
/obj/item/storage/box/flashbangs,
/obj/item/gun/energy/gun = 5,
/obj/item/pinpointer/nukeop = 5,
/obj/item/pda/syndicate,
/obj/item/radio/uplink)
/obj/structure/closet/syndicate/resources
desc = "An old, dusty locker."
/obj/structure/closet/syndicate/resources/Initialize()
. = ..()
if(!contents.len)
var/common_min = 30 //Minimum amount of minerals in the stack for common minerals
var/common_max = 50 //Maximum amount of HONK in the stack for HONK common minerals
var/rare_min = 5 //Minimum HONK of HONK in the stack HONK HONK rare minerals
var/rare_max = 20 //Maximum HONK HONK HONK in the HONK for HONK rare HONK
var/pickednum = rand(1, 50)
//Sad trombone
if(pickednum == 1)
var/obj/item/paper/P = new /obj/item/paper(src)
P.name = "IOU"
P.info = "Sorry man, we needed the money so we sold your stash. It's ok, we'll double our money for sure this time!"
//Metal (common ore)
if(pickednum >= 2)
new /obj/item/stack/material/steel(src, rand(common_min, common_max))
//Glass (common ore)
if(pickednum >= 5)
new /obj/item/stack/material/glass(src, rand(common_min, common_max))
//Plasteel (common ore) Because it has a million more uses then phoron
if(pickednum >= 10)
new /obj/item/stack/material/plasteel(src, rand(common_min, common_max))
//Phoron (rare ore)
if(pickednum >= 15)
new /obj/item/stack/material/phoron(src, rand(rare_min, rare_max))
//Silver (rare ore)
if(pickednum >= 20)
new /obj/item/stack/material/silver(src, rand(rare_min, rare_max))
//Gold (rare ore)
if(pickednum >= 30)
new /obj/item/stack/material/gold(src, rand(rare_min, rare_max))
//Uranium (rare ore)
if(pickednum >= 40)
new /obj/item/stack/material/uranium(src, rand(rare_min, rare_max))
//Diamond (rare HONK)
if(pickednum >= 45)
new /obj/item/stack/material/diamond(src, rand(rare_min, rare_max))
//Jetpack (You hit the jackpot!)
if(pickednum == 50)
new /obj/item/tank/jetpack/carbondioxide(src)
/obj/structure/closet/syndicate/resources/everything
desc = "It's an emergency storage closet for repairs."
/obj/structure/closet/syndicate/resources/everything/Initialize()
var/list/resources = list(
/obj/item/stack/material/steel,
/obj/item/stack/material/glass,
/obj/item/stack/material/gold,
/obj/item/stack/material/silver,
/obj/item/stack/material/phoron,
/obj/item/stack/material/uranium,
/obj/item/stack/material/diamond,
/obj/item/stack/material/plasteel,
/obj/item/stack/rods
)
for(var/i = 0, i<2, i++)
for(var/res in resources)
new res(src, -1)
return ..()