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Prison Wars Episode 6: Return of the Genpop (#3322)
* Adjusts miner and prisoner slots * Update landmarks.dm * Oh yeah, borg slots. * Merge branch 'master' into Shafts-uwu * Genpop * IDs say hi once sentence is up * azzu wazzu helps linters * wazzu azzu! * Update turnstile.dm * Update turnstile.dm * Update turnstile.dm * the dme! * Stops you shooting through turnstiles You can still cross into them though. You just can't yeet stuff through them.
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@@ -630,9 +630,46 @@ update_label()
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var/goal = 0 //How far from freedom?
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var/points = 0
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registered_age = null
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// SKYRAT EDIT: Start - Genpop IDs
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access = list(ACCESS_ENTER_GENPOP)
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var/sentence = 0 //When world.time is greater than this number, the card will have its ACCESS_ENTER_GENPOP access replaced with ACCESS_LEAVE_GENPOP the next time it's checked, unless this value is 0/null
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var/crime= "\[REDACTED\]"
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/obj/item/card/id/prisoner/GetAccess()
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if((sentence && world.time >= sentence) || (goal && points >= goal))
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access = list(ACCESS_LEAVE_GENPOP)
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return ..()
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/obj/item/card/id/prisoner/examine(mob/user)
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. = ..()
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if(sentence && world.time < sentence)
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to_chat(user, "<span class='notice'>You're currently serving a sentence for [crime]. <b>[DisplayTimeText(sentence - world.time)]</b> left.</span>")
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else if(goal)
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to_chat(user, "<span class='notice'>You have accumulated [points] out of the [goal] points you need for freedom.</span>")
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else if(!sentence)
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to_chat(user, "<span class='warning'>You are currently serving a permanent sentence for [crime].</span>")
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else
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to_chat(user, "<span class='notice'>Your sentence is up! You're free!</span>")
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/*
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/obj/item/card/id/prisoner/attack_self(mob/user)
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to_chat(usr, "<span class='notice'>You have accumulated [points] out of the [goal] points you need for freedom.</span>")
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*/
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/obj/item/card/id/prisoner/process()
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if(!sentence)
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STOP_PROCESSING(SSobj, src)
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return
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if(world.time >= sentence)
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if(prob(90))
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playsound(loc, 'sound/machines/ping.ogg', 50, 1)
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if(isliving(loc))
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to_chat(loc, "<span class='boldnotice'>[src]</span><span class='notice'> buzzes: You have served your sentence! You may now exit prison through the turnstiles and collect your belongings.</span>")
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else
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playsound(loc, 'modular_skyrat/modules/mapping/code/quest_succeeded.ogg', 50, 1)
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if(isliving(loc))
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to_chat(loc, "<span class='boldnotice'>[src]</span><span class='notice'><b>Quest Completed!</b> <i>Serve your prison sentence</i>. You may now leave the prison through the turnstiles and return this ID to the locker to retrieve your belongings.</span>")
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STOP_PROCESSING(SSobj, src)
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return
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// SKYRAT EDIT: End - Genpop IDs
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/obj/item/card/id/prisoner/one
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name = "Prisoner #13-001"
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