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