216 lines
9.1 KiB
Plaintext
216 lines
9.1 KiB
Plaintext
/*
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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_REF(scavenge_barehanded))
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if(tool_types)
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RegisterSignal(target, COMSIG_PARENT_ATTACKBY, PROC_REF(scavenge_tool))
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RegisterSignal(target, COMSIG_PARENT_EXAMINE, PROC_REF(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, source, NONE, TRUE, CALLBACK(src, PROC_REF(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)
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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.ckey]++
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