/obj/effect/spawner/lootdrop icon = 'icons/effects/landmarks_static.dmi' icon_state = "random_loot" layer = OBJ_LAYER var/lootcount = 1 //how many items will be spawned var/lootdoubles = TRUE //if the same item can be spawned twice var/list/loot //a list of possible items to spawn e.g. list(/obj/item, /obj/structure, /obj/effect) var/fan_out_items = FALSE //Whether the items should be distributed to offsets 0,1,-1,2,-2,3,-3.. This overrides pixel_x/y on the spawner itself /obj/effect/spawner/lootdrop/Initialize(mapload) ..() if(loot && loot.len) var/turf/T = get_turf(src) var/loot_spawned = 0 while((lootcount-loot_spawned) && loot.len) var/lootspawn = pickweight(loot) if(!lootdoubles) loot.Remove(lootspawn) if(lootspawn) var/atom/movable/spawned_loot = new lootspawn(T) if (!fan_out_items) if (pixel_x != 0) spawned_loot.pixel_x = pixel_x if (pixel_y != 0) spawned_loot.pixel_y = pixel_y else if (loot_spawned) spawned_loot.pixel_x = spawned_loot.pixel_y = ((!(loot_spawned%2)*loot_spawned/2)*-1)+((loot_spawned%2)*(loot_spawned+1)/2*1) loot_spawned++ return INITIALIZE_HINT_QDEL /obj/effect/spawner/lootdrop/armory_contraband name = "armory contraband gun spawner" lootdoubles = FALSE loot = list( /obj/item/gun/ballistic/automatic/pistol = 8, /obj/item/gun/ballistic/shotgun/automatic/combat = 5, /obj/item/gun/ballistic/revolver/mateba, /obj/item/gun/ballistic/automatic/pistol/deagle ) /obj/effect/spawner/lootdrop/armory_contraband/metastation loot = list(/obj/item/gun/ballistic/automatic/pistol = 5, /obj/item/gun/ballistic/shotgun/automatic/combat = 5, /obj/item/gun/ballistic/revolver/mateba, /obj/item/gun/ballistic/automatic/pistol/deagle, /obj/item/storage/box/syndie_kit/throwing_weapons = 3) /obj/effect/spawner/lootdrop/gambling name = "gambling valuables spawner" loot = list( /obj/item/gun/ballistic/revolver/russian = 5, /obj/item/storage/box/syndie_kit/throwing_weapons = 1, /obj/item/toy/cards/deck/syndicate = 2 ) /obj/effect/spawner/lootdrop/grille_or_trash name = "maint grille or trash spawner" loot = list(/obj/structure/grille = 5, /obj/item/cigbutt = 1, /obj/item/trash/cheesie = 1, /obj/item/trash/candy = 1, /obj/item/trash/chips = 1, /obj/item/reagent_containers/food/snacks/deadmouse = 1, /obj/item/trash/pistachios = 1, /obj/item/trash/plate = 1, /obj/item/trash/popcorn = 1, /obj/item/trash/raisins = 1, /obj/item/trash/sosjerky = 1, /obj/item/trash/syndi_cakes = 1) /obj/effect/spawner/lootdrop/three_course_meal name = "three course meal spawner" lootcount = 3 lootdoubles = FALSE var/soups = list( /obj/item/reagent_containers/food/snacks/soup/beet, /obj/item/reagent_containers/food/snacks/soup/sweetpotato, /obj/item/reagent_containers/food/snacks/soup/stew, /obj/item/reagent_containers/food/snacks/soup/hotchili, /obj/item/reagent_containers/food/snacks/soup/nettle, /obj/item/reagent_containers/food/snacks/soup/meatball) var/salads = list( /obj/item/reagent_containers/food/snacks/salad/herbsalad, /obj/item/reagent_containers/food/snacks/salad/validsalad, /obj/item/reagent_containers/food/snacks/salad/fruit, /obj/item/reagent_containers/food/snacks/salad/jungle, /obj/item/reagent_containers/food/snacks/salad/aesirsalad) var/mains = list( /obj/item/reagent_containers/food/snacks/bearsteak, /obj/item/reagent_containers/food/snacks/enchiladas, /obj/item/reagent_containers/food/snacks/stewedsoymeat, /obj/item/reagent_containers/food/snacks/burger/bigbite, /obj/item/reagent_containers/food/snacks/burger/superbite, /obj/item/reagent_containers/food/snacks/burger/fivealarm) /obj/effect/spawner/lootdrop/three_course_meal/Initialize(mapload) loot = list(pick(soups) = 1,pick(salads) = 1,pick(mains) = 1) . = ..() /obj/effect/spawner/lootdrop/maintenance name = "maintenance loot spawner" // see code/_globalvars/lists/maintenance_loot.dm for loot table /obj/effect/spawner/lootdrop/maintenance/Initialize(mapload) loot = GLOB.maintenance_loot . = ..() /obj/effect/spawner/lootdrop/crate_spawner name = "lootcrate spawner" //USE PROMO CODE "SELLOUT" FOR 20% OFF! lootdoubles = FALSE loot = list( /obj/structure/closet/crate/secure/loot = 20, "" = 80 ) /obj/effect/spawner/lootdrop/organ_spawner name = "organ spawner" loot = list( /obj/item/organ/heart/gland/electric = 3, /obj/item/organ/heart/gland/trauma = 4, /obj/item/organ/heart/gland/egg = 7, /obj/item/organ/heart/gland/chem = 5, /obj/item/organ/heart/gland/mindshock = 5, /obj/item/organ/heart/gland/plasma = 7, /obj/item/organ/heart/gland/pop = 5, /obj/item/organ/heart/gland/slime = 4, /obj/item/organ/heart/gland/spiderman = 5, /obj/item/organ/heart/gland/ventcrawling = 1, /obj/item/organ/body_egg/alien_embryo = 1, /obj/item/organ/regenerative_core = 2) lootcount = 3 /obj/effect/spawner/lootdrop/two_percent_xeno_egg_spawner name = "2% chance xeno egg spawner" loot = list( /obj/effect/decal/remains/xeno = 49, /obj/effect/spawner/xeno_egg_delivery = 1) /obj/effect/spawner/lootdrop/costume name = "random costume spawner" /obj/effect/spawner/lootdrop/costume/Initialize() loot = list() for(var/path in subtypesof(/obj/effect/spawner/bundle/costume)) loot[path] = TRUE . = ..() // Minor lootdrops follow /obj/effect/spawner/lootdrop/minor/beret_or_rabbitears name = "beret or rabbit ears spawner" loot = list( /obj/item/clothing/head/beret = 1, /obj/item/clothing/head/rabbitears = 1) /obj/effect/spawner/lootdrop/minor/bowler_or_that name = "bowler or top hat spawner" loot = list( /obj/item/clothing/head/bowler = 1, /obj/item/clothing/head/that = 1) /obj/effect/spawner/lootdrop/minor/kittyears_or_rabbitears name = "kitty ears or rabbit ears spawner" loot = list( /obj/item/clothing/head/kitty = 1, /obj/item/clothing/head/rabbitears = 1) /obj/effect/spawner/lootdrop/minor/pirate_or_bandana name = "pirate hat or bandana spawner" loot = list( /obj/item/clothing/head/pirate = 1, /obj/item/clothing/head/bandana = 1) /obj/effect/spawner/lootdrop/minor/twentyfive_percent_cyborg_mask name = "25% cyborg mask spawner" loot = list( /obj/item/clothing/mask/gas/cyborg = 25, "" = 75) /obj/effect/spawner/lootdrop/aimodule_harmless // These shouldn't allow the AI to start butchering people name = "harmless AI module spawner" loot = list( /obj/item/aiModule/core/full/asimov, /obj/item/aiModule/core/full/asimovpp, /obj/item/aiModule/core/full/hippocratic, /obj/item/aiModule/core/full/paladin_devotion, /obj/item/aiModule/core/full/paladin ) /obj/effect/spawner/lootdrop/aimodule_neutral // These shouldn't allow the AI to start butchering people without reason name = "neutral AI module spawner" loot = list( /obj/item/aiModule/core/full/corp, /obj/item/aiModule/core/full/maintain, /obj/item/aiModule/core/full/drone, /obj/item/aiModule/core/full/peacekeeper, /obj/item/aiModule/core/full/reporter, /obj/item/aiModule/core/full/robocop, /obj/item/aiModule/core/full/liveandletlive, /obj/item/aiModule/core/full/hulkamania ) /obj/effect/spawner/lootdrop/aimodule_harmful // These will get the shuttle called name = "harmful AI module spawner" loot = list( /obj/item/aiModule/core/full/antimov, /obj/item/aiModule/core/full/balance, /obj/item/aiModule/core/full/tyrant, /obj/item/aiModule/core/full/thermurderdynamic, /obj/item/aiModule/core/full/damaged ) // Tech storage circuit board spawners // For these, make sure that lootcount equals the number of list items /obj/effect/spawner/lootdrop/techstorage name = "generic circuit board spawner" lootdoubles = FALSE fan_out_items = TRUE /obj/effect/spawner/lootdrop/techstorage/service name = "service circuit board spawner" lootcount = 10 loot = list( /obj/item/circuitboard/computer/arcade/battle, /obj/item/circuitboard/computer/arcade/orion_trail, /obj/item/circuitboard/machine/autolathe, /obj/item/circuitboard/computer/mining, /obj/item/circuitboard/machine/ore_redemption, /obj/item/circuitboard/machine/mining_equipment_vendor, /obj/item/circuitboard/machine/microwave, /obj/item/circuitboard/machine/chem_dispenser/drinks, /obj/item/circuitboard/machine/chem_dispenser/drinks/beer, /obj/item/circuitboard/computer/slot_machine ) /obj/effect/spawner/lootdrop/techstorage/rnd name = "RnD circuit board spawner" lootcount = 8 loot = list( /obj/item/circuitboard/computer/aifixer, /obj/item/circuitboard/machine/rdserver, /obj/item/circuitboard/computer/pandemic, /obj/item/circuitboard/machine/mechfab, /obj/item/circuitboard/machine/circuit_imprinter/department, /obj/item/circuitboard/computer/teleporter, /obj/item/circuitboard/machine/destructive_analyzer, /obj/item/circuitboard/computer/rdconsole ) /obj/effect/spawner/lootdrop/techstorage/security name = "security circuit board spawner" lootcount = 3 loot = list( /obj/item/circuitboard/computer/secure_data, /obj/item/circuitboard/computer/security, /obj/item/circuitboard/computer/prisoner ) /obj/effect/spawner/lootdrop/techstorage/engineering name = "engineering circuit board spawner" lootcount = 3 loot = list( /obj/item/circuitboard/computer/atmos_alert, /obj/item/circuitboard/computer/stationalert, /obj/item/circuitboard/computer/powermonitor ) /obj/effect/spawner/lootdrop/techstorage/tcomms name = "tcomms circuit board spawner" lootcount = 9 loot = list( /obj/item/circuitboard/computer/message_monitor, /obj/item/circuitboard/machine/telecomms/broadcaster, /obj/item/circuitboard/machine/telecomms/bus, /obj/item/circuitboard/machine/telecomms/server, /obj/item/circuitboard/machine/telecomms/receiver, /obj/item/circuitboard/machine/telecomms/processor, /obj/item/circuitboard/machine/announcement_system, /obj/item/circuitboard/computer/comm_server, /obj/item/circuitboard/computer/comm_monitor ) /obj/effect/spawner/lootdrop/techstorage/medical name = "medical circuit board spawner" lootcount = 8 loot = list( /obj/item/circuitboard/computer/cloning, /obj/item/circuitboard/machine/clonepod, /obj/item/circuitboard/machine/chem_dispenser, /obj/item/circuitboard/computer/scan_consolenew, /obj/item/circuitboard/computer/med_data, /obj/item/circuitboard/machine/smoke_machine, /obj/item/circuitboard/machine/chem_master, /obj/item/circuitboard/machine/clonescanner ) /obj/effect/spawner/lootdrop/techstorage/AI name = "secure AI circuit board spawner" lootcount = 3 loot = list( /obj/item/circuitboard/computer/aiupload, /obj/item/circuitboard/computer/borgupload, /obj/item/circuitboard/aicore ) /obj/effect/spawner/lootdrop/techstorage/command name = "secure command circuit board spawner" lootcount = 3 loot = list( /obj/item/circuitboard/computer/crew, /obj/item/circuitboard/computer/communications, /obj/item/circuitboard/computer/card ) /obj/effect/spawner/lootdrop/techstorage/RnD_secure name = "secure RnD circuit board spawner" lootcount = 3 loot = list( /obj/item/circuitboard/computer/mecha_control, /obj/item/circuitboard/computer/apc_control, /obj/item/circuitboard/computer/robotics )