Merge pull request #11969 from Ghommie/Ghommie-cit698
Scavenging element.
This commit is contained in:
@@ -515,3 +515,17 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
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#define NIGHTSHIFT_AREA_NONE 4 //default/highest.
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#define UNTIL(X) while(!(X)) stoplag()
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//Scavenging element defines for special loot "events".
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#define SCAVENGING_FOUND_NOTHING "found_nothing"
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#define SCAVENGING_SPAWN_MOUSE "spawn_mouse"
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#define SCAVENGING_SPAWN_MICE "spawn_mice"
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#define SCAVENGING_SPAWN_TOM "spawn_tom_the_mouse"
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//Scavenging element defines for ckey/mind restrictions.
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#define NO_LOOT_RESTRICTION 0
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#define LOOT_RESTRICTION_MIND 1
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#define LOOT_RESTRICTION_CKEY 2
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#define LOOT_RESTRICTION_MIND_PILE 3 //limited to the current pile.
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#define LOOT_RESTRICTION_CKEY_PILE 4 //Idem
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@@ -317,7 +317,7 @@ GLOBAL_LIST_EMPTY(species_list)
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else
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return "unknown"
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/proc/do_mob(mob/user , mob/target, time = 30, uninterruptible = 0, progress = 1, datum/callback/extra_checks = null, ignorehelditem = 0)
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/proc/do_mob(mob/user , mob/target, time = 30, uninterruptible = 0, progress = 1, datum/callback/extra_checks = null, ignorehelditem = FALSE, resume_time = 0 SECONDS)
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if(!user || !target)
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return 0
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var/user_loc = user.loc
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@@ -336,10 +336,10 @@ GLOBAL_LIST_EMPTY(species_list)
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var/endtime = world.time+time
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var/starttime = world.time
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. = 1
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while (world.time < endtime)
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while (world.time + resume_time < endtime)
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stoplag(1)
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if (progress)
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progbar.update(world.time - starttime)
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progbar.update(world.time - starttime + resume_time)
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if(QDELETED(user) || QDELETED(target))
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. = 0
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break
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@@ -371,7 +371,7 @@ GLOBAL_LIST_EMPTY(species_list)
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checked_health["health"] = health
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return ..()
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/proc/do_after(mob/user, var/delay, needhand = 1, atom/target = null, progress = 1, datum/callback/extra_checks = null, required_mobility_flags = (MOBILITY_USE|MOBILITY_MOVE))
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/proc/do_after(mob/user, var/delay, needhand = 1, atom/target = null, progress = 1, datum/callback/extra_checks = null, required_mobility_flags = (MOBILITY_USE|MOBILITY_MOVE), resume_time = 0 SECONDS)
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if(!user)
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return 0
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var/atom/Tloc = null
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@@ -400,10 +400,10 @@ GLOBAL_LIST_EMPTY(species_list)
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var/starttime = world.time
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. = 1
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var/mob/living/L = isliving(user) && user //evals to last thing eval'd
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while (world.time < endtime)
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while (world.time + resume_time < endtime)
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stoplag(1)
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if (progress)
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progbar.update(world.time - starttime)
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progbar.update(world.time - starttime + resume_time)
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if(drifting && !user.inertia_dir)
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drifting = 0
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@@ -1,95 +0,0 @@
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/datum/component/archaeology
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dupe_mode = COMPONENT_DUPE_UNIQUE
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var/list/archdrops = list(/obj/item/bikehorn = list(ARCH_PROB = 100, ARCH_MAXDROP = 1)) // honk~
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var/prob2drop
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var/dug
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var/datum/callback/callback
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/datum/component/archaeology/Initialize(list/_archdrops = list(), datum/callback/_callback)
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archdrops = _archdrops
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for(var/i in archdrops)
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if(isnull(archdrops[i][ARCH_MAXDROP]))
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archdrops[i][ARCH_MAXDROP] = 1
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stack_trace("ARCHAEOLOGY WARNING: [parent] contained a null max_drop value in [i].")
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if(isnull(archdrops[i][ARCH_PROB]))
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archdrops[i][ARCH_PROB] = 100
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stack_trace("ARCHAEOLOGY WARNING: [parent] contained a null probability value in [i].")
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callback = _callback
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RegisterSignal(parent, COMSIG_PARENT_ATTACKBY,.proc/Dig)
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RegisterSignal(parent, COMSIG_ATOM_EX_ACT, .proc/BombDig)
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RegisterSignal(parent, COMSIG_ATOM_SING_PULL, .proc/SingDig)
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/datum/component/archaeology/InheritComponent(datum/component/archaeology/A, i_am_original)
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var/list/other_archdrops = A.archdrops
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var/list/_archdrops = archdrops
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for(var/I in other_archdrops)
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_archdrops[I] += other_archdrops[I]
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/datum/component/archaeology/proc/Dig(datum/source, obj/item/I, mob/living/user)
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if(dug)
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to_chat(user, "<span class='notice'>Looks like someone has dug here already.</span>")
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return
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if(!isturf(user.loc))
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return
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if(I.tool_behaviour == TOOL_SHOVEL || I.tool_behaviour == TOOL_MINING)
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to_chat(user, "<span class='notice'>You start digging...</span>")
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if(I.use_tool(parent, user, 40, volume=50))
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to_chat(user, "<span class='notice'>You dig a hole.</span>")
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gets_dug()
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dug = TRUE
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SSblackbox.record_feedback("tally", "pick_used_mining", 1, I.type)
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return COMPONENT_NO_AFTERATTACK
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/datum/component/archaeology/proc/gets_dug()
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if(dug)
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return
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else
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var/turf/open/OT = get_turf(parent)
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for(var/thing in archdrops)
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var/maxtodrop = archdrops[thing][ARCH_MAXDROP]
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for(var/i in 1 to maxtodrop)
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if(prob(archdrops[thing][ARCH_PROB])) // can't win them all!
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new thing(OT)
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if(isopenturf(OT))
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if(OT.postdig_icon_change)
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if(istype(OT, /turf/open/floor/plating/asteroid/) && !OT.postdig_icon)
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var/turf/open/floor/plating/asteroid/AOT = parent
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AOT.icon_plating = "[AOT.environment_type]_dug"
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AOT.icon_state = "[AOT.environment_type]_dug"
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else
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if(isplatingturf(OT))
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var/turf/open/floor/plating/POT = parent
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POT.icon_plating = "[POT.postdig_icon]"
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POT.icon_state = "[OT.postdig_icon]"
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if(OT.slowdown) //Things like snow slow you down until you dig them.
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OT.slowdown = 0
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dug = TRUE
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if(callback)
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callback.Invoke()
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/datum/component/archaeology/proc/SingDig(datum/source, S, current_size)
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switch(current_size)
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if(STAGE_THREE)
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if(prob(30))
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gets_dug()
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if(STAGE_FOUR)
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if(prob(50))
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gets_dug()
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else
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if(current_size >= STAGE_FIVE && prob(70))
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gets_dug()
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/datum/component/archaeology/proc/BombDig(datum/source, severity, target)
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switch(severity)
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if(3)
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return
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if(2)
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if(prob(20))
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gets_dug()
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if(1)
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gets_dug()
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@@ -0,0 +1,215 @@
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/*
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* Scavenging element. Its scope shouldn't elude your imagination.
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* Basically loot piles that can be searched through for some items.
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* In my opinion, these are more engaging than normal maintenance loot spawners.
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* The loot doesn't have to be strictly made of items and objects, you could also use it to invoke some "events"
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* such as mice, rats, an halloween spook, persistent relics, traps, etcetera, go wild.
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*/
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/datum/element/scavenging
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element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH
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id_arg_index = 3
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var/list/loot_left_per_atom = list() //loot left per attached atom.
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var/list/loot_table //pickweight list of available loot.
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var/list/unique_loot //limited loot, once the associated value reaches zero, its key is removed from loot_table
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var/scavenge_time = 12 SECONDS //how much time it takes
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var/can_use_hands = TRUE //bare handed scavenge time multiplier. If set to zero, only tools are usable.
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var/list/tool_types //which tool types the player can use instead of scavenging by hand, associated value is their speed.
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var/del_atom_on_depletion = FALSE //Will the atom be deleted when there is no loot left?
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var/list/search_texts = list("starts searching through", "start searching through", "You hear rummaging...")
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var/loot_restriction = NO_LOOT_RESTRICTION
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var/maximum_loot_per_player = 1 //only relevant if there is a restriction.
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var/list/scavenger_restriction_list //used for restrictions.
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var/mean_loot_weight = 0
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var/list/progress_per_atom = list() //seconds of ditched progress per atom, used to resume the work instead of starting over.
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var/static/list/players_busy_scavenging = list() //players already busy scavenging.
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/datum/element/scavenging/Attach(atom/target, amount = 5, list/loot, list/unique, time = 12 SECONDS, hands = TRUE, list/tools, list/texts, \
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del_deplete = FALSE, restriction = NO_LOOT_RESTRICTION, max_per_player = 1)
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. = ..()
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if(. == ELEMENT_INCOMPATIBLE || !length(loot) || !amount || !istype(target) || isarea(target))
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return ELEMENT_INCOMPATIBLE
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loot_left_per_atom[target] = amount
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if(!loot_table)
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loot_table = loot
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for(var/A in loot_table) //tally the list weights
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mean_loot_weight += loot_table[A]
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mean_loot_weight /= length(loot_table)
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if(!unique_loot)
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unique_loot = unique || list()
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scavenge_time = time
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can_use_hands = hands
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tool_types = tools
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if(texts)
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search_texts = texts
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del_atom_on_depletion = del_deplete
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loot_restriction = restriction
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maximum_loot_per_player = max_per_player
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if(can_use_hands)
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RegisterSignal(target, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_ATTACK_PAW), .proc/scavenge_barehanded)
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if(tool_types)
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RegisterSignal(target, COMSIG_PARENT_ATTACKBY, .proc/scavenge_tool)
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RegisterSignal(target, COMSIG_PARENT_EXAMINE, .proc/on_examine)
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/datum/element/scavenging/Detach(atom/target)
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. = ..()
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loot_left_per_atom -= target
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progress_per_atom -= target
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if(maximum_loot_per_player == LOOT_RESTRICTION_MIND_PILE || maximum_loot_per_player == LOOT_RESTRICTION_CKEY_PILE)
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maximum_loot_per_player -= target
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UnregisterSignal(target, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_PARENT_ATTACKBY, COMSIG_PARENT_EXAMINE))
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/datum/element/scavenging/proc/on_examine(atom/source, mob/user, list/examine_list)
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var/methods = tool_types.Copy()
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if(can_use_hands)
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methods += list("bare handed")
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if(!length(methods))
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return
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var/text = english_list(methods, "", " or ")
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examine_list += "<span class='notice'>Looks like [source.p_they()] can be scavenged [length(tool_types) ? "with" : ""][length(methods == 1) ? "" : "either "][length(tool_types) ? "a " : ""][text]</span>"
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/datum/element/scavenging/proc/scavenge_barehanded(atom/source, mob/user)
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scavenge(source, user, 1)
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return COMPONENT_NO_ATTACK_HAND
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/datum/element/scavenging/proc/scavenge_tool(atom/source, obj/item/I, mob/user, params)
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if(user.a_intent == INTENT_HARM || !I.tool_behaviour) //Robust trash disposal techniques!
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return
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var/speed_multi = tool_types[I.tool_behaviour]
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if(!speed_multi)
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return
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scavenge(source, user, speed_multi)
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return COMPONENT_NO_AFTERATTACK
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/// This proc has to be asynced (cough cough, do_after) in order to return the comsig values in time to stop the attack chain.
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/datum/element/scavenging/proc/scavenge(atom/source, mob/user, speed_multi = 1)
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set waitfor = FALSE
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if(players_busy_scavenging[user])
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return
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players_busy_scavenging[user] = TRUE
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var/progress_done = progress_per_atom[source]
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var/len_messages = length(search_texts)
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var/msg_first_person
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if(len_messages >= 2)
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msg_first_person = "<span class='notice'>You [progress_done ? ", resume a ditched task and " : ""][search_texts[2]] [source].</span>"
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var/msg_blind
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if(len_messages >= 3)
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msg_blind = "<span class='italic'>[search_texts[3]]</span>"
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user.visible_message("<span class='notice'>[user] [search_texts[1]] [source].</span>", msg_first_person, msg_blind)
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if(do_after(user, scavenge_time * speed_multi, TRUE, source, TRUE, CALLBACK(src, .proc/set_progress, source, world.time), resume_time = progress_done * speed_multi))
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spawn_loot(source, user)
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players_busy_scavenging -= user
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/datum/element/scavenging/proc/set_progress(atom/source, start_time)
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progress_per_atom[source] = world.time - start_time
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return TRUE
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/datum/element/scavenging/proc/spawn_loot(atom/source, mob/user)
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progress_per_atom -= source
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var/loot = pickweight(loot_table)
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var/special = TRUE
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var/free = FALSE
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if(!loot_left_per_atom[source])
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to_chat(user, "<span class='warning'>Looks likes there is nothing worth of interest left in [source], what a shame...</span>")
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return
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var/num_times = 0
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switch(loot_restriction)
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if(LOOT_RESTRICTION_MIND)
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num_times = LAZYACCESS(scavenger_restriction_list, user.mind)
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if(LOOT_RESTRICTION_CKEY)
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num_times = LAZYACCESS(scavenger_restriction_list, user.ckey)
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if(LOOT_RESTRICTION_MIND_PILE)
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var/list/L = LAZYACCESS(scavenger_restriction_list, source)
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if(L)
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num_times = LAZYACCESS(L, user.mind)
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if(LOOT_RESTRICTION_CKEY_PILE)
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var/list/L = LAZYACCESS(scavenger_restriction_list, source)
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if(L)
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num_times = LAZYACCESS(L, user.ckey)
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if(num_times >= maximum_loot_per_player)
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to_chat(user, "<span class='warning'>You can't find anything else vaguely useful in [source]. Another set of eyes might, however.</span>")
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return
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switch(loot) // TODO: datumize these out.
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if(SCAVENGING_FOUND_NOTHING)
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to_chat(user, "<span class='notice'>You found nothing, better luck next time.</span>")
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free = TRUE //doesn't consume the loot pile.
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if(SCAVENGING_SPAWN_MOUSE)
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var/nasty_rodent = pick("mouse", "rodent", "squeaky critter", "stupid pest", "annoying cable chewer", "nasty, ugly, evil, disease-ridden rodent")
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to_chat(user, "<span class='notice'>You found something in [source]... no wait, that's just another [nasty_rodent].</span>")
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new /mob/living/simple_animal/mouse(source.loc)
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if(SCAVENGING_SPAWN_MICE)
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user.visible_message("<span class='notice'>A small gang of mice emerges from [source].</span>", \
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"<span class='notice'>You found something in [source]... no wait, that's just another- <b>no wait, that's a lot of damn mice.</b></span>")
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for(var/i in 1 to rand(4, 6))
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new /mob/living/simple_animal/mouse(source.loc)
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if(SCAVENGING_SPAWN_TOM)
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if(GLOB.tom_existed) //There can only be one.
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to_chat(user, "<span class='notice'>You found nothing, better luck next time.</span>")
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free = TRUE
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else
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to_chat(user, "<span class='notice'>You found something in [source]... no wait, that's Tom, the mouse! What is he doing here?</span>")
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new /mob/living/simple_animal/mouse/brown/Tom(source.loc)
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else
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special = FALSE
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if(!special) //generic loot. Nothing too strange like more loot spawners anyway.
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var/atom/A = new loot(source.loc)
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if(isitem(A) && !user.get_active_held_item())
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user.put_in_hands(A)
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var/rarity_append = "."
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switch(loot_table[loot]/mean_loot_weight*100)
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if(0 to 1)
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rarity_append = "! <b>AMAZING!</b>"
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if(1 to 2)
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rarity_append = "! Woah!"
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if(2 to 5)
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rarity_append = ". Rare!"
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if(5 to 10)
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rarity_append = ". Great."
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if(10 to 25)
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rarity_append = ". Nice."
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if(20 to 50)
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rarity_append = ". Not bad."
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to_chat(user, "You found something in [source]... it's \a [A][rarity_append]")
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if(unique_loot[loot])
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var/loot_left = --unique_loot[loot]
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if(!loot_left)
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loot_table -= loot
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unique_loot -= loot
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mean_loot_weight = 0
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for(var/A in loot_table) //re-tally the list weights
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mean_loot_weight += loot_table[A]
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mean_loot_weight /= length(loot_table)
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if(free)
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return
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--loot_left_per_atom[source]
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if(del_atom_on_depletion && !loot_left_per_atom[source])
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source.visible_message("<span class='warning'>[source] has been looted clean.</span>")
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qdel(source)
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return
|
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if(!loot_restriction)
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return
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LAZYINITLIST(scavenger_restriction_list)
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switch(loot_restriction)
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if(LOOT_RESTRICTION_MIND)
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scavenger_restriction_list[user.mind]++
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if(LOOT_RESTRICTION_CKEY)
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scavenger_restriction_list[user.ckey]++
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if(LOOT_RESTRICTION_MIND_PILE)
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LAZYINITLIST(scavenger_restriction_list[source])
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var/list/L = scavenger_restriction_list[source]
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L[user.mind]++
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if(LOOT_RESTRICTION_CKEY_PILE)
|
||||
LAZYINITLIST(scavenger_restriction_list[source])
|
||||
var/list/L = scavenger_restriction_list[source]
|
||||
L[user.ckey]++
|
||||
@@ -0,0 +1,66 @@
|
||||
/*
|
||||
* Loot piles structures, somewhat inspired from Polaris 13 ones but without the one search per pile ckey/mind restriction
|
||||
* because the actual code is located its own element and has enough variables already. the piles themselves merely cosmetical.
|
||||
*/
|
||||
/obj/structure/loot_pile
|
||||
name = "pile of junk"
|
||||
desc = "Lots of junk lying around. They say one man's trash is another man's treasure."
|
||||
icon = 'icons/obj/loot_piles.dmi'
|
||||
icon_state = "randompile"
|
||||
density = FALSE
|
||||
anchored = TRUE
|
||||
var/loot_amount = 5
|
||||
var/delete_on_depletion = FALSE
|
||||
var/can_use_hands = TRUE
|
||||
var/scavenge_time = 12 SECONDS
|
||||
var/allowed_tools = list(TOOL_SHOVEL = 0.6) //list of tool_behaviours with associated speed multipliers (lower is better)
|
||||
var/icon_states_to_use = list("junk_pile1", "junk_pile2", "junk_pile3", "junk_pile4", "junk_pile5")
|
||||
var/list/loot
|
||||
|
||||
/*
|
||||
* Associated values in this list are not weights but numbers of times the kery can be rolled
|
||||
* before being removed from ALL piles with same kind. This is why I wanted 'scavenging' to be an element and not a component.
|
||||
*/
|
||||
var/list/unique_loot
|
||||
|
||||
/*
|
||||
* used for restrictions such as "one per mind", "one per ckey". Depending on the setting, these can be either limited to
|
||||
* the current pile or shared throughout all atoms attached to this element.
|
||||
*/
|
||||
var/loot_restriction = NO_LOOT_RESTRICTION
|
||||
var/maximum_loot_per_player = 1
|
||||
|
||||
/obj/structure/loot_pile/Initialize()
|
||||
. = ..()
|
||||
icon_state = pick(icon_states_to_use)
|
||||
|
||||
/obj/structure/loot_pile/ComponentInitialize()
|
||||
. = ..()
|
||||
if(loot)
|
||||
AddElement(/datum/element/scavenging, loot_amount, loot, unique_loot, scavenge_time, can_use_hands, allowed_tools, null, delete_on_depletion, loot_restriction, maximum_loot_per_player)
|
||||
|
||||
//uses the maintenance_loot global list, mostly boring stuff and mices.
|
||||
/obj/structure/loot_pile/maint
|
||||
name = "trash pile"
|
||||
desc = "A heap of garbage, but maybe there's something interesting inside?"
|
||||
density = TRUE
|
||||
layer = TABLE_LAYER
|
||||
climbable = TRUE
|
||||
pass_flags = LETPASSTHROW
|
||||
loot = list(
|
||||
SCAVENGING_FOUND_NOTHING = 50,
|
||||
SCAVENGING_SPAWN_MOUSE = 10,
|
||||
SCAVENGING_SPAWN_MICE = 5,
|
||||
SCAVENGING_SPAWN_TOM = 1,
|
||||
/obj/item/clothing/gloves/color/yellow = 0.5)
|
||||
unique_loot = list(/obj/item/clothing/gloves/color/yellow = 5, SCAVENGING_SPAWN_TOM = 1)
|
||||
|
||||
/obj/structure/loot_pile/maint/ComponentInitialize()
|
||||
var/static/safe_maint_items
|
||||
if(!safe_maint_items)
|
||||
safe_maint_items = list()
|
||||
for(var/A in GLOB.maintenance_loot)
|
||||
if(ispath(A, /obj/item))
|
||||
safe_maint_items[A] = GLOB.maintenance_loot[A]
|
||||
loot += safe_maint_items
|
||||
return ..()
|
||||
@@ -97,6 +97,8 @@
|
||||
body_color = "brown"
|
||||
icon_state = "mouse_brown"
|
||||
|
||||
GLOBAL_VAR(tom_existed)
|
||||
|
||||
//TOM IS ALIVE! SQUEEEEEEEE~K :)
|
||||
/mob/living/simple_animal/mouse/brown/Tom
|
||||
name = "Tom"
|
||||
@@ -106,6 +108,10 @@
|
||||
response_harm = "splats"
|
||||
gold_core_spawnable = NO_SPAWN
|
||||
|
||||
/mob/living/simple_animal/mouse/brown/Tom/Initialize()
|
||||
. = ..()
|
||||
GLOB.tom_existed = TRUE
|
||||
|
||||
/obj/item/reagent_containers/food/snacks/deadmouse
|
||||
name = "dead mouse"
|
||||
desc = "It looks like somebody dropped the bass on it. A lizard's favorite meal."
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 12 KiB |
@@ -522,6 +522,7 @@
|
||||
#include "code\datums\elements\ghost_role_eligibility.dm"
|
||||
#include "code\datums\elements\mob_holder.dm"
|
||||
#include "code\datums\elements\polychromic.dm"
|
||||
#include "code\datums\elements\scavenging.dm"
|
||||
#include "code\datums\elements\spellcasting.dm"
|
||||
#include "code\datums\elements\squish.dm"
|
||||
#include "code\datums\elements\swimming.dm"
|
||||
@@ -1128,6 +1129,7 @@
|
||||
#include "code\game\objects\structures\lattice.dm"
|
||||
#include "code\game\objects\structures\life_candle.dm"
|
||||
#include "code\game\objects\structures\loom.dm"
|
||||
#include "code\game\objects\structures\loot_pile.dm"
|
||||
#include "code\game\objects\structures\manned_turret.dm"
|
||||
#include "code\game\objects\structures\memorial.dm"
|
||||
#include "code\game\objects\structures\mineral_doors.dm"
|
||||
|
||||
Reference in New Issue
Block a user