initial commit - cross reference with 5th port - obviously has compile errors
This commit is contained in:
@@ -0,0 +1,97 @@
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/obj/effect/spawner/newbomb
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name = "bomb"
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "x"
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var/btype = 0 // 0=radio, 1=prox, 2=time
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var/btemp1 = 1500
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var/btemp2 = 1000 // tank temperatures
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/obj/effect/spawner/newbomb/timer
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btype = 2
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syndicate
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btemp1 = 150
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btemp2 = 20
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/obj/effect/spawner/newbomb/proximity
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btype = 1
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/obj/effect/spawner/newbomb/radio
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btype = 0
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/obj/effect/spawner/newbomb/New()
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..()
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switch (src.btype)
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// radio
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if (0)
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var/obj/item/device/transfer_valve/V = new(src.loc)
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var/obj/item/weapon/tank/internals/plasma/PT = new(V)
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var/obj/item/weapon/tank/internals/oxygen/OT = new(V)
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var/obj/item/device/assembly/signaler/S = new(V)
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V.tank_one = PT
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V.tank_two = OT
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V.attached_device = S
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S.holder = V
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S.toggle_secure()
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PT.master = V
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OT.master = V
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PT.air_contents.temperature = btemp1 + T0C
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OT.air_contents.temperature = btemp2 + T0C
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V.update_icon()
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// proximity
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if (1)
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var/obj/item/device/transfer_valve/V = new(src.loc)
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var/obj/item/weapon/tank/internals/plasma/PT = new(V)
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var/obj/item/weapon/tank/internals/oxygen/OT = new(V)
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var/obj/item/device/assembly/prox_sensor/P = new(V)
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V.tank_one = PT
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V.tank_two = OT
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V.attached_device = P
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P.holder = V
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P.toggle_secure()
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PT.master = V
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OT.master = V
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PT.air_contents.temperature = btemp1 + T0C
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OT.air_contents.temperature = btemp2 + T0C
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V.update_icon()
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// timer
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if (2)
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var/obj/item/device/transfer_valve/V = new(src.loc)
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var/obj/item/weapon/tank/internals/plasma/PT = new(V)
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var/obj/item/weapon/tank/internals/oxygen/OT = new(V)
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var/obj/item/device/assembly/timer/T = new(V)
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V.tank_one = PT
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V.tank_two = OT
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V.attached_device = T
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T.holder = V
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T.toggle_secure()
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PT.master = V
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OT.master = V
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T.time = 30
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PT.air_contents.temperature = btemp1 + T0C
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OT.air_contents.temperature = btemp2 + T0C
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V.update_icon()
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qdel(src)
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@@ -0,0 +1,40 @@
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/obj/effect/gibspawner
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/obj/effect/gibspawner/generic
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gibtypes = list(/obj/effect/decal/cleanable/blood/gibs,/obj/effect/decal/cleanable/blood/gibs,/obj/effect/decal/cleanable/blood/gibs/core)
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gibamounts = list(2,2,1)
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/obj/effect/gibspawner/generic/New()
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playsound(src, 'sound/effects/blobattack.ogg', 40, 1)
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gibdirections = list(list(WEST, NORTHWEST, SOUTHWEST, NORTH),list(EAST, NORTHEAST, SOUTHEAST, SOUTH), list())
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..()
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/obj/effect/gibspawner/human
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gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/up,/obj/effect/decal/cleanable/blood/gibs/down,/obj/effect/decal/cleanable/blood/gibs,/obj/effect/decal/cleanable/blood/gibs,/obj/effect/decal/cleanable/blood/gibs/body,/obj/effect/decal/cleanable/blood/gibs/limb,/obj/effect/decal/cleanable/blood/gibs/core)
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gibamounts = list(1,1,1,1,1,1,1)
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/obj/effect/gibspawner/human/New()
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playsound(src, 'sound/effects/blobattack.ogg', 50, 1)
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gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, alldirs, list())
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gibamounts[6] = pick(0,1,2)
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..()
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/obj/effect/gibspawner/xeno
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gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs/up,/obj/effect/decal/cleanable/xenoblood/xgibs/down,/obj/effect/decal/cleanable/xenoblood/xgibs,/obj/effect/decal/cleanable/xenoblood/xgibs,/obj/effect/decal/cleanable/xenoblood/xgibs/body,/obj/effect/decal/cleanable/xenoblood/xgibs/limb,/obj/effect/decal/cleanable/xenoblood/xgibs/core)
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gibamounts = list(1,1,1,1,1,1,1)
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/obj/effect/gibspawner/xeno/New()
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playsound(src, 'sound/effects/blobattack.ogg', 60, 1)
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gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, alldirs, list())
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gibamounts[6] = pick(0,1,2)
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..()
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/obj/effect/gibspawner/robot
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sparks = 1
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gibtypes = list(/obj/effect/decal/cleanable/robot_debris/up,/obj/effect/decal/cleanable/robot_debris/down,/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/robot_debris/limb)
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gibamounts = list(1,1,1,1,1,1)
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/obj/effect/gibspawner/robot/New()
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gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, alldirs)
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gibamounts[6] = pick(0,1,2)
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..()
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@@ -0,0 +1,170 @@
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/obj/effect/spawner/lootdrop
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "x2"
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color = "#00FF00"
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var/lootcount = 1 //how many items will be spawned
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var/lootdoubles = 1 //if the same item can be spawned twice
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var/list/loot //a list of possible items to spawn e.g. list(/obj/item, /obj/structure, /obj/effect)
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/obj/effect/spawner/lootdrop/New()
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if(loot && loot.len)
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for(var/i = lootcount, i > 0, i--)
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if(!loot.len) break
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var/lootspawn = pickweight(loot)
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if(!lootdoubles)
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loot.Remove(lootspawn)
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if(lootspawn)
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new lootspawn(get_turf(src))
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qdel(src)
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/obj/effect/spawner/lootdrop/armory_contraband
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name = "armory contraband gun spawner"
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lootdoubles = 0
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loot = list(
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/obj/item/weapon/gun/projectile/automatic/pistol = 8,
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/obj/item/weapon/gun/projectile/shotgun/automatic/combat = 5,
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/obj/item/weapon/gun/projectile/revolver/mateba,
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/obj/item/weapon/gun/projectile/automatic/pistol/deagle
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)
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/obj/effect/spawner/lootdrop/gambling
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name = "gambling valuables spawner"
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loot = list(
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/obj/item/weapon/gun/projectile/revolver/russian = 5,
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/obj/item/weapon/storage/box/syndie_kit/throwing_weapons = 1,
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/obj/item/toy/cards/deck/syndicate = 2
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)
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/obj/effect/spawner/lootdrop/grille_or_trash
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name = "maint grille or trash spawner"
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loot = list(/obj/structure/grille = 5,
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/obj/item/weapon/cigbutt = 1,
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/obj/item/trash/cheesie = 1,
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/obj/item/trash/candy = 1,
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/obj/item/trash/chips = 1,
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/obj/item/trash/deadmouse = 1,
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/obj/item/trash/pistachios = 1,
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/obj/item/trash/plate = 1,
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/obj/item/trash/popcorn = 1,
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/obj/item/trash/raisins = 1,
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/obj/item/trash/sosjerky = 1,
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/obj/item/trash/syndi_cakes = 1)
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/obj/effect/spawner/lootdrop/maintenance
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name = "maintenance loot spawner"
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//How to balance this table
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//-------------------------
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//The total added weight of all the entries should be (roughly) equal to the total number of lootdrops
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//(take in account those that spawn more than one object!)
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//
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//While this is random, probabilities tells us that item distribution will have a tendency to look like
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//the content of the weighted table that created them.
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//The less lootdrops, the less even the distribution.
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//
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//If you want to give items a weight <1 you can multiply all the weights by 10
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//
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//the "" entry will spawn nothing, if you increase this value,
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//ensure that you balance it with more spawn points
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//table data:
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//-----------
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//aft maintenance: 24 items, 18 spots 2 extra (28/08/2014)
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//asmaint: 16 items, 11 spots 0 extra (08/08/2014)
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//asmaint2: 36 items, 26 spots 2 extra (28/08/2014)
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//fpmaint: 5 items, 4 spots 0 extra (08/08/2014)
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//fpmaint2: 12 items, 11 spots 2 extra (28/08/2014)
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//fsmaint: 0 items, 0 spots 0 extra (08/08/2014)
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//fsmaint2: 40 items, 27 spots 5 extra (28/08/2014)
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//maintcentral: 2 items, 2 spots 0 extra (08/08/2014)
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//port: 5 items, 5 spots 0 extra (08/08/2014)
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loot = list(
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/obj/item/bodybag = 1,
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/obj/item/clothing/glasses/meson = 2,
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/obj/item/clothing/glasses/sunglasses = 1,
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/obj/item/clothing/gloves/color/fyellow = 1,
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/obj/item/clothing/head/hardhat = 1,
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/obj/item/clothing/head/hardhat/red = 1,
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/obj/item/clothing/head/that{throwforce = 1; throwing = 1} = 1,
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/obj/item/clothing/head/ushanka = 1,
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/obj/item/clothing/head/welding = 1,
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/obj/item/clothing/mask/gas = 15,
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/obj/item/clothing/suit/hazardvest = 1,
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/obj/item/clothing/under/rank/vice = 1,
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/obj/item/device/assembly/prox_sensor = 4,
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/obj/item/device/assembly/timer = 3,
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/obj/item/device/flashlight = 4,
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/obj/item/device/flashlight/pen = 1,
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/obj/item/device/multitool = 2,
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/obj/item/device/radio/off = 2,
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/obj/item/device/t_scanner = 5,
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/obj/item/weapon/airlock_painter = 1,
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/obj/item/stack/cable_coil = 4,
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/obj/item/stack/cable_coil{amount = 5} = 6,
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/obj/item/stack/medical/bruise_pack = 1,
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/obj/item/stack/rods{amount = 10} = 9,
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/obj/item/stack/rods{amount = 23} = 1,
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/obj/item/stack/rods{amount = 50} = 1,
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/obj/item/stack/sheet/cardboard = 2,
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/obj/item/stack/sheet/metal{amount = 20} = 1,
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/obj/item/stack/sheet/mineral/plasma = 1,
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/obj/item/stack/sheet/rglass = 1,
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/obj/item/weapon/book/manual/wiki/engineering_construction = 1,
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/obj/item/weapon/book/manual/wiki/engineering_hacking = 1,
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/obj/item/clothing/head/cone = 1,
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/obj/item/weapon/coin/silver = 1,
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/obj/item/weapon/coin/twoheaded = 1,
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/obj/item/weapon/poster/contraband = 1,
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/obj/item/weapon/poster/legit = 1,
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/obj/item/weapon/crowbar = 1,
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/obj/item/weapon/crowbar/red = 1,
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/obj/item/weapon/extinguisher = 11,
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//obj/item/weapon/gun/projectile/revolver/russian = 1, //disabled until lootdrop is a proper world proc.
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/obj/item/weapon/hand_labeler = 1,
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/obj/item/weapon/paper/crumpled = 1,
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/obj/item/weapon/pen = 1,
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/obj/item/weapon/reagent_containers/spray/pestspray = 1,
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/obj/item/weapon/reagent_containers/glass/rag = 3,
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/obj/item/weapon/stock_parts/cell = 3,
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/obj/item/weapon/storage/belt/utility = 2,
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/obj/item/weapon/storage/box = 2,
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/obj/item/weapon/storage/box/cups = 1,
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/obj/item/weapon/storage/box/donkpockets = 1,
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/obj/item/weapon/storage/box/lights/mixed = 3,
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/obj/item/weapon/storage/box/hug/medical = 1,
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/obj/item/weapon/storage/fancy/cigarettes/dromedaryco = 1,
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/obj/item/weapon/storage/toolbox/mechanical = 1,
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/obj/item/weapon/screwdriver = 3,
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/obj/item/weapon/tank/internals/emergency_oxygen = 2,
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/obj/item/weapon/vending_refill/cola = 1,
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/obj/item/weapon/weldingtool = 3,
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/obj/item/weapon/wirecutters = 1,
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/obj/item/weapon/wrench = 4,
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/obj/item/weapon/relic = 3,
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/obj/item/weaponcrafting/reciever = 1,
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/obj/item/clothing/head/cone = 2,
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/obj/item/weapon/grenade/smokebomb = 2,
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/obj/item/device/geiger_counter = 3,
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/obj/item/weapon/reagent_containers/food/snacks/grown/citrus/orange = 1,
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/obj/item/device/radio/headset = 1,
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/obj/item/device/assembly/infra = 1,
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/obj/item/device/assembly/igniter = 2,
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/obj/item/device/assembly/signaler = 2,
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/obj/item/device/assembly/mousetrap = 2,
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/obj/item/weapon/reagent_containers/syringe = 2,
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/obj/item/clothing/gloves/color/random = 8,
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/obj/item/clothing/shoes/laceup = 1,
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/obj/item/weapon/storage/secure/briefcase = 3,
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"" = 4
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)
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/obj/effect/spawner/lootdrop/crate_spawner
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name = "lootcrate spawner"
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lootdoubles = 0
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loot = list(
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/obj/structure/closet/crate/secure/loot = 20,
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"" = 80
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)
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@@ -0,0 +1,33 @@
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/*
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Because mapping is already tedious enough this spawner let you spawn generic
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"sets" of objects rather than having to make the same object stack again and
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again.
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*/
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/obj/effect/spawner/structure
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name = "map structure spawner"
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var/list/spawn_list
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/obj/effect/spawner/structure/New()
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if(spawn_list && spawn_list.len)
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for(var/i = 1, i <= spawn_list.len, i++)
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var/to_spawn = spawn_list[i]
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new to_spawn(get_turf(src))
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qdel(src)
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/obj/effect/spawner/structure/window
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icon = 'icons/obj/structures.dmi'
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icon_state = "window_spawner"
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name = "window spawner"
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spawn_list = list(
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/obj/structure/grille,
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/obj/structure/window/fulltile
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)
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/obj/effect/spawner/structure/window/reinforced
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name = "reinforced window spawner"
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icon_state = "rwindow_spawner"
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spawn_list = list(
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/obj/structure/grille,
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/obj/structure/window/reinforced/fulltile
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)
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@@ -0,0 +1,28 @@
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/obj/effect/vaultspawner
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var/maxX = 6
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var/maxY = 6
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var/minX = 2
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var/minY = 2
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/obj/effect/vaultspawner/New(turf/location,lX = minX,uX = maxX,lY = minY,uY = maxY,type = null)
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if(!type)
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type = pick("sandstone","rock","alien")
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var/lowBoundX = location.x
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var/lowBoundY = location.y
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var/hiBoundX = location.x + rand(lX,uX)
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var/hiBoundY = location.y + rand(lY,uY)
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var/z = location.z
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for(var/i = lowBoundX,i<=hiBoundX,i++)
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for(var/j = lowBoundY,j<=hiBoundY,j++)
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var/turf/T = locate(i,j,z)
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if(i == lowBoundX || i == hiBoundX || j == lowBoundY || j == hiBoundY)
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T.ChangeTurf(/turf/closed/wall/vault)
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else
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T.ChangeTurf(/turf/open/floor/vault)
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T.icon_state = "[type]vault"
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qdel(src)
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Reference in New Issue
Block a user