Scavenging element.
This commit is contained in:
@@ -30,7 +30,7 @@
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#define COMSIG_PARENT_ATTACKBY "atom_attackby" //from base of atom/attackby(): (/obj/item, /mob/living, params)
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#define COMPONENT_NO_AFTERATTACK 1 //Return this in response if you don't want afterattack to be called
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#define COMSIG_ATOM_HULK_ATTACK "hulk_attack" //from base of atom/attack_hulk(): (/mob/living/carbon/human)
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#define COMSIG_PARENT_EXAMINE "atom_examine" //from base of atom/examine(): (/mob)
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#define COMSIG_PARENT_EXAMINE "atom_examine" //from base of atom/examine(): (/mob, list/examine_list)
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#define COMSIG_ATOM_GET_EXAMINE_NAME "atom_examine_name" //from base of atom/get_examine_name(): (/mob, list/overrides)
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//Positions for overrides list
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#define EXAMINE_POSITION_ARTICLE 1
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@@ -523,3 +523,10 @@ 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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@@ -234,38 +234,20 @@
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//2. Gets a number between 1 and that total
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//3. For each element in the list, subtracts its weighting from that number
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//4. If that makes the number 0 or less, return that element.
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/proc/pickweight(list/L)
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/proc/pickweight(list/L, base_weight = 1)
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var/total = 0
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var/item
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for (item in L)
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if (!L[item])
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L[item] = 1
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L[item] = base_weight
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total += L[item]
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total = rand(1, total)
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total = rand() * total
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for (item in L)
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total -=L [item]
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total -= L[item]
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if (total <= 0)
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return item
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return null
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/proc/pickweightAllowZero(list/L) //The original pickweight proc will sometimes pick entries with zero weight. I'm not sure if changing the original will break anything, so I left it be.
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var/total = 0
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var/item
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for (item in L)
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if (!L[item])
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L[item] = 0
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total += L[item]
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total = rand(0, total)
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for (item in L)
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total -=L [item]
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if (total <= 0 && L[item])
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return item
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return null
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//Pick a random element from the list and remove it from the list.
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/proc/pick_n_take(list/L)
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RETURN_TYPE(L[_].type)
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@@ -311,7 +311,7 @@ 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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@@ -330,10 +330,10 @@ 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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@@ -365,7 +365,7 @@ 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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@@ -394,10 +394,10 @@ 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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@@ -361,7 +361,7 @@ SUBSYSTEM_DEF(vote)
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picked = S
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runnable_storytellers[S] *= round(stored_gamemode_votes[initial(S.name)]*100000,1)
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if(!picked)
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picked = pickweightAllowZero(runnable_storytellers)
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picked = pickweight(runnable_storytellers, 0)
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GLOB.dynamic_storyteller_type = picked
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if("map")
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var/datum/map_config/VM = config.maplist[.]
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@@ -253,7 +253,7 @@
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var/datum/ai_laws/lawtype
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var/list/law_weights = CONFIG_GET(keyed_list/law_weight)
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while(!lawtype && law_weights.len)
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var/possible_id = pickweightAllowZero(law_weights)
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var/possible_id = pickweight(law_weights, 0)
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lawtype = lawid_to_type(possible_id)
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if(!lawtype)
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law_weights -= possible_id
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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 +1,164 @@
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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("searches through ", "search through ", "You hear rummaging...")
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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 = 10 SECONDS, hands = TRUE, list/tools, list/texts, del_deplete = FALSE)
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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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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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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/text
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var/methods = tool_types
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if(can_use_hands)
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if(!length(methods))
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methods = list("bare handed")
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else
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methods += "simply bare handed"
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text = english_list(methods, "", " or ")
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. += "<span class='notice'>Looks like [source.p_they()] can be scavenged[length(tool_types) ? " with either 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/living/user, params)
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if(mob.a_intent == INTENT_HARM) //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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/datum/element/scavenging/proc/scavenge(atom/source, mob/user, speed_multi = 1)
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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]] [src].</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]] [src].</span>", msg_first_person, msg_blind)
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if(do_after(user, scavenge_time, TRUE, source, TRUE, CALLBACK(src, .proc/set_progress, source, world.time), resume_time = progress_done))
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spawn_loot(source, user)
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players_busy_scavenging -= user
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progress_per_atom -= source
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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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/datum/element/scavenging/proc/spawn_loot(atom/source, mob/user)
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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 [src] anymore, further attempts would be futile.</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 [src]... 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 [src]... 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 [src]... 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 [src]... 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
|
||||
mean_loot_weight = 0
|
||||
for(var/A in loot_table) //re-tally the list weights
|
||||
mean_loot_weight += loot_table[A]
|
||||
mean_loot_weight /= length(loot_table)
|
||||
|
||||
if(!free)
|
||||
--loot_left_per_atom[source]
|
||||
if(del_atom_on_depletion && !loot_left_per_atom[source])
|
||||
source.visible_message("<span class='warning'>[src] has been looted clean.</span>")
|
||||
qdel(source)
|
||||
@@ -272,7 +272,7 @@
|
||||
reports += config.mode_reports[config_tag]
|
||||
Count++
|
||||
for(var/i in Count to rand(3,5)) //Between three and five wrong entries on the list.
|
||||
var/false_report_type = pickweightAllowZero(report_weights)
|
||||
var/false_report_type = pickweight(report_weights, 0)
|
||||
report_weights[false_report_type] = 0 //Make it so the same false report won't be selected twice
|
||||
reports += config.mode_reports[false_report_type]
|
||||
|
||||
|
||||
@@ -483,7 +483,7 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
|
||||
if(!SSmapping.station_room_templates[t])
|
||||
log_world("Station room spawner placed at ([T.x], [T.y], [T.z]) has invalid ruin name of \"[t]\" in its list")
|
||||
templates -= t
|
||||
template_name = pickweightAllowZero(templates)
|
||||
template_name = pickweight(templates, 0)
|
||||
if(!template_name)
|
||||
GLOB.stationroom_landmarks -= src
|
||||
qdel(src)
|
||||
|
||||
@@ -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'
|
||||
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 = list(
|
||||
SCAVENGING_FOUND_NOTHING = 50,
|
||||
SCAVENGING_SPAWN_MOUSE = 10,
|
||||
SCAVENGING_SPAWN_MICE = 5,
|
||||
SCAVENGING_SPAWN_TOM = 1,
|
||||
/obj/item/flashlight/flare = 10,
|
||||
/obj/item/flashlight/glowstick = 10,
|
||||
/obj/item/flashlight/glowstick/blue = 10,
|
||||
/obj/item/flashlight/glowstick/orange = 10,
|
||||
/obj/item/flashlight/glowstick/red = 10,
|
||||
/obj/item/flashlight/glowstick/yellow = 10,
|
||||
/obj/item/clothing/mask/gas = 5,
|
||||
/obj/item/clothing/mask/breath = 10,
|
||||
/obj/item/storage/box = 10,
|
||||
/obj/item/clothing/shoes/galoshes = 2,
|
||||
/obj/item/clothing/shoes/sneakers/black = 10,
|
||||
/obj/item/clothing/gloves/color/fyellow = 5,
|
||||
/obj/item/clothing/gloves/color/yellow = 2,
|
||||
/obj/item/clothing/glasses/sunglasses = 3,
|
||||
/obj/item/clothing/glasses/meson = 3,
|
||||
/obj/item/clothing/glasses/welding = 3,
|
||||
/obj/item/clothing/head/hardhat = 10,
|
||||
/obj/item/clothing/head/ushanka = 10,
|
||||
/obj/item/clothing/head/welding = 5,
|
||||
/obj/item/clothing/suit/hazardvest = 10,
|
||||
/obj/item/clothing/under/syndicate/tacticool = 5,
|
||||
/obj/item/clothing/under/pants/camo = 10,
|
||||
/obj/item/stack/spacecash/c10 = 20,
|
||||
/obj/item/stack/spacecash/c20 = 20,
|
||||
/obj/item/stack/spacecash/c50 = 20,
|
||||
/obj/item/radio/headset = 10)
|
||||
|
||||
/*
|
||||
* 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 = list(/obj/item/clothing/gloves/color/yellow = 2, SCAVENGING_SPAWN_TOM = 1)
|
||||
|
||||
/obj/structure/loot_pile/Initialize()
|
||||
. = ..()
|
||||
icon_state = pick(icon_states_to_use)
|
||||
|
||||
/obj/structure/loot_pile/ComponentInitialize()
|
||||
. = ..()
|
||||
AddElement(/datum/element/scavenging, loot_amount, loot, unique_loot, scavenge_time, can_use_hands, allowed_tools, null, delete_on_depletion)
|
||||
|
||||
/obj/structure/loot_pile/infinite
|
||||
name = "endless pile of junk."
|
||||
desc = "Lots of awful code lying around. They don't say one coder's trash is another coder's treasure though..."
|
||||
loot_amount = INFINITY
|
||||
@@ -48,7 +48,7 @@
|
||||
var/datum/traitor_class/class = GLOB.traitor_classes[C]
|
||||
var/weight = LOGISTIC_FUNCTION(1.5*class.weight,chaos_weight,class.chaos,0)
|
||||
weights[C] = weight * 1000
|
||||
var/choice = pickweightAllowZero(weights)
|
||||
var/choice = pickweight(weights, 0)
|
||||
if(!choice)
|
||||
choice = TRAITOR_HUMAN // it's an "easter egg"
|
||||
var/datum/traitor_class/actual_class = GLOB.traitor_classes[choice]
|
||||
|
||||
@@ -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 |
@@ -516,6 +516,7 @@
|
||||
#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\swimming.dm"
|
||||
#include "code\datums\elements\sword_point.dm"
|
||||
@@ -1119,6 +1120,7 @@
|
||||
#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