Files
VOREStation/code/game/objects/random/_random.dm
Cameron Lennox 84dc5535dc var/global/list -> GLOB. conversion (#17928)
* These two are easy

* !!!runlevel_flags

the fact it was global.runlevel_flags.len has me a bit...iffy on this.

* !!!json_cache

Same as above. used global.

* player_list & observer_mob_list

* mechas_list

* this wasn't even used

* surgery_steps

* event_triggers

* landmarks_list

* dead_mob_list

* living_mob_list

* ai_list

* cable_list

* cleanbot_reserved_turfs

* listening_objects

* silicon_mob_list

* human_mob_list

* Update global_lists.dm

* joblist

* mob_list

* Update global_lists.dm

* holomap_markers

* mapping_units

* mapping_beacons

* hair_styles_list

* facial_hair_styles_list

* Update global_lists.dm

* facial_hair_styles_male_list

* facial_hair_styles_female_list

* body_marking_styles_list

* body_marking_nopersist_list

* ear_styles_list

* hair_styles_male_list

* tail_styles_list

* wing_styles_list

* escape_list & rune_list & endgame_exits

these were all really small

* endgame_safespawns

* stool_cache

* emotes_by_key

* random_maps & map_count

* item_tf_spawnpoints

* narsie_list

* active_radio_jammers

* unused

* paikeys

* pai_software_by_key & default_pai_software

* plant_seed_sprites

* magazine_icondata_keys  & magazine_icondata_states

* unused

* ashtray_cache

* light_type_cache

* HOLIDAY!!!

this one was annoying

* faction stuff (red?!)

* Update preferences_factions.dm

* vs edit removal

* backbaglist, pdachoicelist, exclude_jobs

* item_digestion_blacklist, edible_tech, blacklisted_artifact_effect, selectable_footstep, hexNums, syndicate_access

* string_slot_flags and hexdigits->hexNums

* possible_changeling_IDs

* vr_mob_tf_options

* vr_mob_spawner_options

* pipe_colors

* vr_mob_spawner_options

* common_tools

* newscaster_standard_feeds

* Update periodic_news.dm

* changeling_fabricated_clothing

* semirandom_mob_spawner_decisions

* id_card_states

* Update syndicate_ids.dm

* overlay_cache & gear_distributed_to

* more

* radio_channels_by_freq

* Update global_lists.dm

* proper

* default_medbay_channels & default_internal_channels

default_internal_channels is weird as it has a mapbased proc() but that proc is never called...

* valid_ringtones

* move this

* possible_plants

* more

* separate these

moves xeno2chemlist from a hook to a new global list.

* tube_dir_list

* valid_bloodreagents & monitor_states

* Junk

* valid_bloodtypes

* breach_burn_descriptors & burn

* more!!

appliance_available_recipes seems uber cursed, re-look at later

* Appliance code is cursed

* wide_chassis & flying_chassis

* allows_eye_color

* all_tooltip_styles

* direction_table

* gun_choices

* severity_to_string

* old event_viruses

* description_icons

* MOVE_KEY_MAPPINGS

* more more

* pai & robot modules

* Update global_lists.dm

* GEOSAMPLES

Also swaps a .len to LAZYLEN()

* shieldgens

* reagent recipies

* global ammo types

* rad collector

* old file and unused global

* nif_look_messages

* FESH

* nifsoft

* chamelion

* the death of sortAtom

* globulins

* lazylen that

* Update global_lists.dm

* LAZY

* Theese too

* quick fix

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-07-14 20:14:31 +02:00

149 lines
4.3 KiB
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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)
/hook/roundstart/proc/generate_multi_spawn_items()
for(var/id in multi_point_spawns)
var/list/spawn_points = multi_point_spawns[id]
var/obj/random_multi/rm = pickweight(spawn_points)
rm.generate_items()
for(var/entry in spawn_points)
qdel(entry)
return 1