var/global/list/space_surprises = list( /obj/item/clothing/mask/facehugger/angry =4, // /obj/effect/critter/spesscarp =2, /obj/effect/critter/spesscarp/elite =2, // /obj/creature =0, // /obj/item/weapon/rcd =0, // /obj/item/weapon/rcd_ammo =0, // /obj/item/weapon/spacecash =0, // /obj/item/weapon/cloaking_device =1, // /obj/item/weapon/gun/energy/teleport_gun =0, // /obj/item/weapon/rubber_chicken =0, /obj/item/weapon/melee/energy/sword/pirate =3, /obj/structure/closet/syndicate/resources =2, // /obj/machinery/wish_granter =1, // Okayyyy... Mayyyybe Kor is kinda sorta right. A little. Tiny bit. >.> // /obj/item/clothing/glasses/thermal =2, // Could maybe be cool as its own rapid mode, sorta like wizard. Maybe. // /obj/item/weapon/storage/box/stealth/ =2 // =11 ) var/global/list/spawned_surprises = list() /obj/machinery/wish_granter name = "Wish Granter" desc = "You're not so sure about this, anymore..." icon = 'device.dmi' icon_state = "syndbeacon" anchored = 1 density = 1 var charges = 1 insisting = 0 /obj/machinery/wish_granter/attack_hand(var/mob/user as mob) usr.machine = src if(charges <= 0) user << "The Wish Granter lies silent." return else if(!istype(user, /mob/living/carbon/human)) user << "You feel a dark stirring inside of the Wish Granter, something you want nothing of. Your instincts are better than any man's." return else if(is_special_character(user)) user << "Even to a heart as dark as yours, you know nothing good will come of this. Something instinctual makes you pull away." else if (!insisting) user << "Your first touch makes the Wish Granter stir, listening to you. Are you really sure you want to do this?" insisting++ else user << "You speak. [pick("I want the station to disappear","Humanity is corrupt, mankind must be destroyed","I want to be rich", "I want to rule the world","I want immortality.")]. The Wish Granter answers." user << "Your head pounds for a moment, before your vision clears. You are the avatar of the Wish Granter, and your power is LIMITLESS! And it's all yours. You need to make sure no one can take it from you. No one can know, first." charges-- insisting = 0 if (!(user.mutations & HULK)) user.mutations |= HULK if (!(user.mutations & LASER)) user.mutations |= LASER if (!(user.mutations & XRAY)) user.mutations |= XRAY user.sight |= (SEE_MOBS|SEE_OBJS|SEE_TURFS) user.see_in_dark = 8 user.see_invisible = 2 if (!(user.mutations & COLD_RESISTANCE)) user.mutations |= COLD_RESISTANCE if (!(user.mutations & TK)) user.mutations |= TK if(!(user.mutations & HEAL)) user.mutations |= HEAL ticker.mode.traitors += user.mind user.mind.special_role = "Avatar of the Wish Granter" var/datum/objective/silence/silence = new silence.owner = user.mind user.mind.objectives += silence var/obj_count = 1 for(var/datum/objective/OBJ in user.mind.objectives) user << "Objective #[obj_count]: [OBJ.explanation_text]" obj_count++ world << "You have a very bad feeling about this." return /obj/item/weapon/storage/box/stealth/ name = "Infiltration Gear" desc = "An old box full of old equipment. It doesn't look like it was ever opened." /obj/item/weapon/storage/box/stealth/New() ..() new /obj/item/clothing/under/chameleon(src) new /obj/item/clothing/mask/gas/voice(src) new /obj/item/weapon/card/id/syndicate(src) new /obj/item/clothing/shoes/syndigaloshes(src) return // Copied over from asteroid.dm var/global/max_secret_rooms = 3 proc/make_mining_asteroid_secret(var/size = 5) var/valid = 0 var/turf/T = null var/sanity = 0 var/list/room = null var/list/turfs = null turfs = get_area_turfs(/area/mine/unexplored) if(!turfs.len) return 0 while(!valid) valid = 1 sanity++ if(sanity > 100) return 0 T=pick(turfs) if(!T) return 0 var/list/surroundings = list() surroundings += range(7, locate(T.x,T.y,T.z)) surroundings += range(7, locate(T.x+size,T.y,T.z)) surroundings += range(7, locate(T.x,T.y+size,T.z)) surroundings += range(7, locate(T.x+size,T.y+size,T.z)) if(locate(/area/mine/explored) in surroundings) // +5s are for view range valid = 0 continue if(locate(/turf/space) in surroundings) valid = 0 continue if(locate(/area/asteroid/artifactroom) in surroundings) valid = 0 continue if(locate(/turf/simulated/floor/plating/airless/asteroid) in surroundings) valid = 0 continue if(!T) return 0 room = spawn_room(T,size,size,,,1) if(room) T = pick(room["floors"]) if(T) var/surprise = null valid = 0 while(!valid) surprise = pickweight(space_surprises) if(surprise in spawned_surprises) if(prob(20)) valid++ else continue else valid++ spawned_surprises.Add(surprise) new surprise(T) return 1 proc/spawn_room(var/atom/start_loc,var/x_size,var/y_size,var/wall,var/floor , var/clean = 0 , var/name) var/list/room_turfs = list("walls"=list(),"floors"=list()) //world << "Room spawned at [start_loc.x],[start_loc.y],[start_loc.z]" if(!wall) wall = pick(/turf/simulated/wall/r_wall,/turf/simulated/wall,/obj/effect/alien/resin) if(!floor) floor = pick(/turf/simulated/floor,/turf/simulated/floor/engine) for(var/x = 0,x