The Crate Animatening, A.K.A. I hate Crate Trigonometry (#13339)

This commit is contained in:
Wowzewow (Wezzy)
2022-04-30 13:04:15 +08:00
committed by GitHub
parent 74db3d4d24
commit a65ef5cd26
91 changed files with 1250 additions and 2023 deletions

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@@ -3,7 +3,7 @@
icon = 'icons/obj/battle_monsters/furniture.dmi'
anchored = 1
density = 1
climbable = 1
climbable = TRUE
throwpass = 1
/obj/structure/dueling_table/no_collide

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@@ -92,7 +92,7 @@
reward_high = 3000
required_count = 3
random_count = 1
wanted_types = list(/obj/structure/closet/coffin, /obj/item/material/urn)
wanted_types = list(/obj/structure/closet/crate/coffin, /obj/item/material/urn)
/datum/bounty/item/engineer/pap
name = "Portable Air Pumps"

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@@ -29,7 +29,7 @@
/datum/export/large/crate/coffin
cost = 250//50 wooden crates cost 2000 points, and you can make 10 coffins in seconds with those planks. Each coffin selling for 250 means you can make a net gain of 500 points for wasting your time making coffins.
unit_name = "coffin"
export_types = list(/obj/structure/closet/coffin)
export_types = list(/obj/structure/closet/crate/coffin)
/datum/export/large/reagent_dispenser
cost = 100 // +0-400 depending on amount of reagents left

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@@ -308,12 +308,6 @@ STOCK_ITEM_UNCOMMON(laserscalpel, 1.3)
STOCK_ITEM_UNCOMMON(electropack, 1)
new /obj/item/device/radio/electropack(L)
if(istype(L, /obj/structure/closet/crate) && prob(40))
var/obj/structure/closet/crate/cr = L
cr.rigged = TRUE
//Boobytrapped crate, will electrocute when you attempt to open it
//Can be disarmed with wirecutters or ignored with insulated gloves
STOCK_ITEM_UNCOMMON(randomhide, 0.5)
var/obj/item/stack/material/animalhide/spawn_hide = pick(typesof(/obj/item/stack/material/animalhide))
new spawn_hide(L, rand(5, 50))

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@@ -121,8 +121,7 @@
/obj/structure/closet/lasertag
name = "red laser tag equipment"
desc = "It's a storage unit for laser tag equipment."
icon_state = "red"
icon_closed = "red"
icon_door = "red"
var/helmet_path = /obj/item/clothing/head/helmet/riot/laser_tag
var/armor_path = /obj/item/clothing/suit/armor/riot/laser_tag
var/gun_path = /obj/item/gun/energy/lasertag/red
@@ -137,8 +136,7 @@
/obj/structure/closet/lasertag/blue
name = "blue laser tag equipment"
icon_state = "blue"
icon_closed = "blue"
icon_door = "blue"
helmet_path = /obj/item/clothing/head/helmet/riot/laser_tag/blue
armor_path = /obj/item/clothing/suit/armor/riot/laser_tag/blue
gun_path = /obj/item/gun/energy/lasertag/blue
gun_path = /obj/item/gun/energy/lasertag/blue

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@@ -158,7 +158,7 @@
new /datum/stack_recipe("wood floor tile", /obj/item/stack/tile/wood, 1, 4, 20),
new /datum/stack_recipe("wooden chair", /obj/structure/bed/stool/chair/wood, BUILD_AMT, time = 10, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("crossbow frame", /obj/item/crossbowframe, 5, time = 25, one_per_turf = 0, on_floor = 0),
new /datum/stack_recipe("coffin", /obj/structure/closet/coffin, BUILD_AMT, time = 15, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("coffin", /obj/structure/closet/crate/coffin, BUILD_AMT, time = 15, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("rifle stock", /obj/item/stock, 10, time = 25, one_per_turf = 0, on_floor = 0),
new /datum/stack_recipe("beehive assembly", /obj/item/beehive_assembly, 4),
new /datum/stack_recipe("beehive frame", /obj/item/honey_frame, 1),

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@@ -1,9 +1,6 @@
/obj/structure/closet/crate/secure/loot
name = "abandoned crate"
desc = "What could be inside?"
icon_state = "securecrate"
icon_opened = "securecrateopen"
icon_closed = "securecrate"
var/list/code = list()
var/list/lastattempt = list()
var/attempts = 15
@@ -162,7 +159,8 @@
else if(check_input(input))
to_chat(user, SPAN_NOTICE("The crate unlocks!"))
playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
set_locked(FALSE)
locked = FALSE
update_icon()
else
visible_message(SPAN_WARNING("A red light on \the [src]'s control panel flashes briefly."))
attempts--

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@@ -2,12 +2,7 @@
/obj/structure/closet/secure_closet/miner
name = "shaft miner locker"
icon_state = "miningsec1"
icon_closed = "miningsec"
icon_locked = "miningsec1"
icon_opened = "miningsecopen"
icon_broken = "miningsecbroken"
icon_off = "miningsecoff"
icon_state = "mining"
req_access = list(access_mining)
/obj/structure/closet/secure_closet/miner/fill()

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@@ -62,12 +62,7 @@
/obj/structure/closet/secure_closet/xenoarchaeologist
name = "xenoarchaeologist locker"
req_access = list(access_tox_storage)
icon_state = "secureres1"
icon_closed = "secureres"
icon_locked = "secureres1"
icon_opened = "secureresopen"
icon_broken = "secureresbroken"
icon_off = "secureresoff"
icon_state = "science"
/obj/structure/closet/secure_closet/xenoarchaeologist/fill()
new /obj/item/clothing/under/rank/scientist(src)
@@ -81,9 +76,8 @@
/obj/structure/closet/excavation
name = "excavation tools"
icon_state = "toolcloset"
icon_closed = "toolcloset"
icon_opened = "toolclosetopen"
icon_state = "eng"
icon_door = "eng_tool"
/obj/structure/closet/excavation/fill()
new /obj/item/storage/belt/archaeology(src)

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@@ -85,7 +85,7 @@
set_dir(direction)
if(dir != NORTH)
layer = 5
climbable = 0 //flipping tables allows them to be used as makeshift barriers
climbable = FALSE //flipping tables allows them to be used as makeshift barriers
flipped = 1
flags |= ON_BORDER
for(var/D in list(turn(direction, 90), turn(direction, -90)))
@@ -114,4 +114,4 @@
update_connections(1)
update_icon()
return 1
return 1

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@@ -5,7 +5,7 @@
desc = "It's a table, for putting things on. Or standing on, if you really want to."
density = 1
anchored = 1
climbable = 1
climbable = TRUE
layer = LAYER_TABLE
throwpass = 1
var/flipped = 0