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Ports tg's mystery boxes (#19520)
* Mystery boxes * Box :) * That one out
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// the different states of the mystery box
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/// Closed, can't interact
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#define MYSTERY_BOX_COOLING_DOWN 0
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/// Closed, ready to be interacted with
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#define MYSTERY_BOX_STANDBY 1
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/// The box is choosing the prize
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#define MYSTERY_BOX_CHOOSING 2
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/// The box is presenting the prize, for someone to claim it
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#define MYSTERY_BOX_PRESENTING 3
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// delays for the different stages of the box's state, the visuals, and the audio
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/// How long the box takes to decide what the prize is
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#define MBOX_DURATION_CHOOSING (5 SECONDS)
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/// How long the box takes to start expiring the offer, though it's still valid until MBOX_DURATION_EXPIRING finishes. Timed to the sound clips
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#define MBOX_DURATION_PRESENTING (3.5 SECONDS)
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/// How long the box takes to start lowering the prize back into itself. When this finishes, the prize is gone
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#define MBOX_DURATION_EXPIRING (4.5 SECONDS)
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/// How long after the box closes until it can go again
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#define MBOX_DURATION_STANDBY (2.7 SECONDS)
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/obj/structure/mystery_box
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name = "mystery box"
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desc = "A wooden crate that seems equally magical and mysterious, capable of granting the user all kinds of different pieces of gear."
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icon = 'icons/obj/closets/wooden.dmi'
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icon_state = ""
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pixel_y = -4
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anchored = TRUE
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density = TRUE
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max_integrity = 9999
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damage_deflection = 100
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var/crate_open_sound = 'sound/effects/wooden_closet_open.ogg'
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var/crate_close_sound = 'sound/effects/wooden_closet_close.ogg'
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var/open_sound = 'sound/effects/mbox_full.ogg'
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var/grant_sound = 'sound/effects/mbox_end.ogg'
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/// The box's current state, and whether it can be interacted with in different ways
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var/box_state = MYSTERY_BOX_STANDBY
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/// The object that represents the rapidly changing item that will be granted upon being claimed. Is not, itself, an item.
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var/obj/effect/abstract/mystery_box_item/presented_item
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/// A timer for how long it takes for the box to start its expire animation
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var/box_expire_timer
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/// A timer for how long it takes for the box to close itself
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var/box_close_timer
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/// Every type that's a child of this that has an icon, icon_state, and isn't ABSTRACT is fair game. More granularity to come
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var/selectable_base_type = /obj/item
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/// The instantiated list that contains all of the valid items that can be chosen from. Generated in [/obj/structure/mystery_box/proc/generate_valid_types]
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var/list/valid_types
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/// Stores the current sound channel we're using so we can cut off our own sounds as needed. Randomized after each roll
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var/current_sound_channel
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/// How many time can it still be used?
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var/uses_left = INFINITY
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/// A list of weakrefs to mind datums of people that opened it and how many times.
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var/list/datum/weakref/minds_that_opened_us
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/obj/structure/mystery_box/Initialize(mapload)
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. = ..()
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generate_valid_types()
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/obj/structure/mystery_box/Destroy()
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QDEL_NULL(presented_item)
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if(current_sound_channel)
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SSsounds.free_sound_channel(current_sound_channel)
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minds_that_opened_us = null
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return ..()
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/obj/structure/mystery_box/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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switch(box_state)
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if(MYSTERY_BOX_STANDBY)
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activate(user)
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if(MYSTERY_BOX_PRESENTING)
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if(presented_item.claimable)
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grant_weapon(user)
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/obj/structure/mystery_box/update_icon()
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icon_state = "[initial(icon_state)][box_state > MYSTERY_BOX_STANDBY ? "open" : ""]"
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return ..()
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/// This proc is used to define what item types valid_types is filled with
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/obj/structure/mystery_box/proc/generate_valid_types()
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valid_types = get_sane_item_types(selectable_base_type)
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/obj/structure/mystery_box/proc/activate(mob/living/user)
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box_state = MYSTERY_BOX_CHOOSING
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update_icon()
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presented_item = new(src)
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presented_item.vis_flags = VIS_INHERIT_PLANE
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vis_contents += presented_item
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presented_item.start_animation(src)
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current_sound_channel = SSsounds.reserve_sound_channel(src)
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playsound(src, open_sound, 70, FALSE, channel = current_sound_channel, falloff = 10)
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playsound(src, crate_open_sound, 80)
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if(user.mind)
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LAZYINITLIST(minds_that_opened_us)
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var/datum/weakref/ref = WEAKREF(user.mind)
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minds_that_opened_us[ref] += 1
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uses_left--
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/// The box has finished choosing, mark it as available for grabbing
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/obj/structure/mystery_box/proc/present_weapon()
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visible_message(span_notice("[src] presents [presented_item]!"))
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box_state = MYSTERY_BOX_PRESENTING
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box_expire_timer = addtimer(CALLBACK(src, PROC_REF(start_expire_offer)), MBOX_DURATION_PRESENTING, TIMER_STOPPABLE)
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/// The prize is still claimable, but the animation will show it start to recede back into the box
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/obj/structure/mystery_box/proc/start_expire_offer()
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presented_item.expire_animation()
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box_close_timer = addtimer(CALLBACK(src, PROC_REF(close_box)), MBOX_DURATION_EXPIRING, TIMER_STOPPABLE)
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/// The box is closed, whether because the prize fully expired, or it was claimed. Start resetting all of the state stuff
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/obj/structure/mystery_box/proc/close_box()
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box_state = MYSTERY_BOX_COOLING_DOWN
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update_icon()
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QDEL_NULL(presented_item)
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deltimer(box_close_timer)
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deltimer(box_expire_timer)
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playsound(src, crate_close_sound, 100)
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box_close_timer = null
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box_expire_timer = null
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addtimer(CALLBACK(src, PROC_REF(ready_again)), MBOX_DURATION_STANDBY)
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if(uses_left <= 0)
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visible_message(span_danger("[src] breaks down."))
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qdel(src)
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/// The cooldown between activations has finished, shake to show that
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/obj/structure/mystery_box/proc/ready_again()
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SSsounds.free_sound_channel(current_sound_channel)
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current_sound_channel = null
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box_state = MYSTERY_BOX_STANDBY
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Shake(3, 0, 0.5 SECONDS)
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/// Someone attacked the box with an empty hand, spawn the shown prize and give it to them, then close the box
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/obj/structure/mystery_box/proc/grant_weapon(mob/living/user)
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var/atom/movable/instantiated_weapon = new presented_item.selected_path(loc)
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user.visible_message(span_notice("[user] takes [presented_item] from [src]."), span_notice("You take [presented_item] from [src]."))
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playsound(src, grant_sound, 70, FALSE, channel = current_sound_channel, falloff = 10)
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close_box()
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if(!isitem(instantiated_weapon))
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return
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user.put_in_hands(instantiated_weapon)
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/obj/effect/abstract/mystery_box_item
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name = "???"
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desc = "Who knows what it'll be??"
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icon = 'icons/obj/weapons.dmi'
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icon_state = "sord"
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pixel_z = -4
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uses_integrity = FALSE
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/// The currently selected item. Constantly changes while choosing, determines what is spawned if the prize is claimed, and its current icon
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var/selected_path = /obj/item/toy/plushie/generic
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/// The box that spawned this
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var/obj/structure/mystery_box/parent_box
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/// Whether this prize is currently claimable
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var/claimable = FALSE
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/obj/effect/abstract/mystery_box_item/Initialize(mapload)
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. = ..()
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var/matrix/starting = matrix()
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starting.Scale(0.5, 0.5)
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transform = starting
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add_filter("weapon_rays", 3, list("type" = "rays", "size" = 28, "color" = COLOR_YELLOW))
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/obj/effect/abstract/mystery_box_item/Destroy(force)
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parent_box = null
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return ..()
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// this way, clicking on the prize will work the same as clicking on the box
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/obj/effect/abstract/mystery_box_item/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(claimable)
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parent_box.grant_weapon(user)
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/// Start pushing the prize up
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/obj/effect/abstract/mystery_box_item/proc/start_animation(atom/parent)
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parent_box = parent
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loop_icon_changes()
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/// Keep changing the icon and selected path
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/obj/effect/abstract/mystery_box_item/proc/loop_icon_changes()
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var/change_delay = 1 // the running count of the delay
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var/change_delay_delta = 1 // How much to increment the delay per step so the changing slows down
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var/change_counter = 0 // The running count of the running count
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var/matrix/starting = matrix()
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animate(src, pixel_z = 10, transform = starting, time = MBOX_DURATION_CHOOSING, easing = QUAD_EASING | EASE_OUT)
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while((change_counter + change_delay_delta + change_delay) < MBOX_DURATION_CHOOSING)
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change_delay += change_delay_delta
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change_counter += change_delay
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selected_path = pick(parent_box.valid_types)
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addtimer(CALLBACK(src, PROC_REF(update_random_icon), selected_path), change_counter)
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addtimer(CALLBACK(src, PROC_REF(present_item)), MBOX_DURATION_CHOOSING)
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/// animate() isn't up to the task for queueing up icon changes, so this is the proc we call with timers to update our icon
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/obj/effect/abstract/mystery_box_item/proc/update_random_icon(new_item_type)
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var/atom/movable/new_item = new_item_type
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icon = new_item::icon
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icon_state = new_item::icon_state
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/obj/effect/abstract/mystery_box_item/proc/present_item()
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var/atom/movable/selected_item = selected_path
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add_filter("ready_outline", 2, list("type" = "outline", "color" = COLOR_YELLOW, "size" = 0.2))
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name = selected_item::name
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parent_box.present_weapon()
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claimable = TRUE
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/// Sink back into the box
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/obj/effect/abstract/mystery_box_item/proc/expire_animation()
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var/matrix/shrink_back = matrix()
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shrink_back.Scale(0.5,0.5)
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animate(src, pixel_z = -4, transform = shrink_back, time = MBOX_DURATION_EXPIRING)
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/obj/structure/mystery_box/mothroach/generate_valid_types()
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valid_types = list(/mob/living/simple_mob/animal/passive/mothroach)
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/obj/structure/mystery_box/fishing
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name = "treasure chest"
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desc = "A piratey coffer equally magical and mysterious, capable of granting different pieces of gear to whoever opens it."
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icon_state = "treasure"
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uses_left = 18
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max_integrity = 100
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damage_deflection = 30
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anchored = FALSE
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/obj/structure/mystery_box/fishing/activate(mob/living/user)
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if(user.mind && minds_that_opened_us?[WEAKREF(user.mind)] >= 3)
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to_chat(user, span_warning("[src] refuses to open to you anymore. Perhaps you should present it to someone else..."))
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return
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return ..()
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/obj/structure/mystery_box/fishing/generate_valid_types()
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valid_types = list(
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/obj/item/material/sword/sabre,
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/obj/item/reagent_containers/food/drinks/bottle/rum,
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/obj/item/clothing/suit/pirate,
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/obj/item/clothing/suit/hgpirate,
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/obj/item/clothing/head/pirate,
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/obj/item/clothing/head/hgpiratecap,
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/obj/item/clothing/head/bandana,
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/obj/item/material/fishing_rod/modern
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)
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#undef MYSTERY_BOX_COOLING_DOWN
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#undef MYSTERY_BOX_STANDBY
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#undef MYSTERY_BOX_CHOOSING
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#undef MYSTERY_BOX_PRESENTING
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#undef MBOX_DURATION_CHOOSING
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#undef MBOX_DURATION_PRESENTING
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#undef MBOX_DURATION_EXPIRING
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#undef MBOX_DURATION_STANDBY
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