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[MIRROR] Donk Co Interstellar Trading Post 6016 (#29007)
* Donk Co Interstellar Trading Post 6016 (#83075) ## About The Pull Request Adds a new space ruin to the pool. It's the haunted trading post. It is a whiteship dock with a large (safe) common area. The back rooms contain loot and danger. Here are a few 'teaser' images. https://i.imgur.com/M1te9Ha.png https://i.imgur.com/SF3bJ62.png https://i.imgur.com/i9xeUFP.png https://i.imgur.com/UBwpJAM.png Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret Recipe. Oh yeah the secret documents teach you how to make three prototype variants of Donk Pockets. There is no limit to the amount of times it can be read, so if you want to corner the market remember to lock up the documents. Or you can share them with your friends. **Now COMPLETE!**  ## Why It's Good For The Game This ruin is a multi-room dungeon with multiple solutions to each room. It has plenty of action from mobs, traps and hazards. Each room has some form of treasure or unique item in it. There's a boss at the end with great rewards for fighting it, including a cool gun (slightly worse variant of laser carbine). This ruin is also a whiteship dock and space base. The public area is entirely safe: stick to the well lit sector and don't trespass in the employees only areas and you won't be harmed. There is a variety of vendors to resupply at (including a brand new Donk Co snack vendor) but unlike most other space ruins you do have to pay. A whiteship can dock at this ruin if you have one, so you can bring groups of people to party or attack the dungeon together. ## Changelog 🆑 add: Adds the Haunted Trading Post space ruin. add: Adds 10+ unique items for the Haunted Trading Post add: Adds 5 dangerous mobs for the Haunted Trading Post add: Adds 4 new types of hazardous traps for the Haunted Trading Post. /🆑 --------- Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Donk Co Interstellar Trading Post 6016 * [MIRROR] Donk Co Interstellar Trading Post 6016 [MDB IGNORE] (#3943) * Donk Co Interstellar Trading Post 6016 * i'd rather a pepsi --------- Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com> Co-authored-by: Fluffles <piecopresident@gmail.com> --------- Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com> Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com> Co-authored-by: Fluffles <piecopresident@gmail.com>
This commit is contained in:
co-authored by
Afevis
Ghom
Da Cool Boss
Fluffles
SpaceLoveSs13
NovaBot
parent
1e3262c668
commit
1fdf3d739a
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//code & items for the hauntedtradingpost.dmm ruin
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//CONTAINS: [Lore Papers],[Outpost ID Cards],[Gimmick Treasure],[Hazards & Traps],[Custom Turrets]
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// [Lore Papers]
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// clues to traps that exist in the ruin or just insights into the backstory of the place
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/obj/item/paper/fluff/ruins/hauntedtradingpost/warning
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name = "Last Warning"
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default_raw_text = "Next person who breaks a vending machine fucking around with those fucking toy guns gets fired on the spot. Try me. I am SICK of this shit.<BR><BR>Signed, Your Fucking Boss (Who Can Fucking Fire Your Ass)"
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/obj/item/paper/fluff/ruins/hauntedtradingpost/warning/turrets
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name = "Warning! Important! Read this!"
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default_raw_text = "Foam darts do not go in the defence turrets! Live ammo only!"
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/obj/item/paper/fluff/ruins/hauntedtradingpost/brainstorming
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name = "Notes"
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default_raw_text = "Branding: Pizza In Your Pocket (check focus groups)<BR><BR>Tomato Mozzerella Basil<BR>etc<BR><BR>Spider 17-02667 Store 31-00314<BR><BR>18,000 approx BSD<BR><BR>common allergens - ?<BR><BR><BR>6127"
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/obj/item/paper/fluff/ruins/hauntedtradingpost/brainstorming/eureka
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default_raw_text = "Got some ingredients from the moth trading fleet and used some of our discretionary budget to hire some factory space. Prototypes are going down well with both public and employees. If we can get central to fund mass production we'll be seeing a 18% permanant increase in regional profit according to AI. This fits the local brunch market *perfectly*."
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/obj/item/paper/fluff/ruins/hauntedtradingpost/brainstorming/eureka2
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default_raw_text = "Early experiments with a fully carb-free recipe going well. Taste tests are all positive, just need a way to reduce costs."
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/obj/item/paper/fluff/ruins/hauntedtradingpost/brainstorming/eureka3
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default_raw_text = "PROJECT BIG DONK<BR>RnD has a few prototypes prepared.<BR>Testing will be complete by the end of the week."
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/obj/item/paper/fluff/ruins/hauntedtradingpost/rpgclub
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name = "RPG Club"
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default_raw_text = "RPG Club is every Thursday from 20:00 to 01:00 AM. Entry to the break room is strictly by invitation only during that period of time. <BR> <BR> We apologise for any inconvenience."
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/obj/item/paper/fluff/ruins/hauntedtradingpost/rpgrules
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name = "GM Notes"
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default_raw_text = "Session 4 NPCS <BR> Shadow Warriors <BR> S A T C H <BR> 40 65 40 15 10 <BR><BR>Shadow Clan Underlord <BR> S A T C H <BR> 40 65 40 15 10 <BR>Note: Gets shadow magic.<BR><BR><BR>Dire Corgi <BR> S A T C H <BR> 60 25 65 25 12 <BR><BR>If they beat this let them roll on loot table 4 twice but if it's 65-70 or 15-30 make it magic boots instead."
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/obj/item/paper/fluff/ruins/hauntedtradingpost/curatorsnote
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name = "For Adventurers"
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default_raw_text = "The food court and the stalls are safe, everywhere else isn't. There's safes in the stalls and I didn't have a way to open them so if you can get whatever's inside, good for you. The employees area can be entered by tailing the bots, but security systems are active back there. I got shot by a turret taking a look, and when I stitched myself up and tried the other door I walked into a booby trap and nearly lost an arm.<BR><BR>If you're investigating this signal - BEWARE.<BR>For the record, I decided nothing in there's worth the risk. If you're braver than me, good luck.<BR>Signed, Curator P."
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/obj/item/paper/fluff/ruins/hauntedtradingpost/officememo
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name = "Memo"
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default_raw_text = "The AI-Guided Defense System Will Stay Active Indefinitely To Protect Company Property. Please Ensure All Personal Items Are Removed From The Premises, As They Will Be Impossible To Recover If Forgotten. <BR><BR> Donk Co. Takes No Responsibility For Lost Personal Property Or Affects."
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/obj/item/paper/fluff/ruins/hauntedtradingpost/receipt
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name = "Old Receipt"
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desc = "A ratty old sales receipt printed on cheap thermal paper."
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default_raw_text = "DONK CO OUTLET 6013<BR>YOUR SERVER TODAY WAS: COLM<BR><BR>2x DONKPOCKETPIZBOX 400<BR>1x CRYPTOGRAPHICSEQ 800<BR>2x CRYPTOGRAPHICTOY 200<BR>1x DONKPOCKETPLUSHY 120<BR><BR>TOTAL VALUE 1520<BR><BR>PAYMENT: CASH"
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icon_state = "paperslip"
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/obj/item/paper/fluff/ruins/hauntedtradingpost/receipt/alternate
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default_raw_text = "DONK CO OUTLET 6013<BR>YOUR SERVER TODAY WAS: VLAD<BR><BR>1x DONKPOCKETBERBOX 200<BR>1x GORLEXMODSUITRED 1400<BR>1x MODSUITMICROWAVE 200<BR><BR>TOTAL VALUE 1800<BR><BR>PAYMENT: CASH"
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/obj/item/paper/fluff/ruins/hauntedtradingpost/receipt/alternate_alt
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default_raw_text = "DONK CO OUTLET 6013<BR>YOUR SERVER TODAY WAS: COLM<BR><BR>10xDONKPOCKETORGBOX 2000<BR>4x GORLEXMODSUITRED 9600<BR>4x MODSUITMICROWAVE 800<BR><BR>TOTAL VALUE 13400<BR><BR>PAYMENT: CARD"
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/obj/item/paper/fluff/ruins/hauntedtradingpost/nomodsuits
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name = "Notice"
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desc = "A bunch of words have been written on this slip of paper. Truly, this is the future."
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default_raw_text = "We are SOLD OUT of modsuits."
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icon_state = "paperslip"
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/obj/item/paper/fluff/ruins/hauntedtradingpost/oldnote
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name = "Old Note"
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default_raw_text = "Remember to check all the ammo before it's fed into the turrets. If the wrong caliber is loaded, the turrets will malfunction.<BR>We use 9mm ammunition ONLY."
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/obj/item/paper/fluff/ruins/hauntedtradingpost/oldnote/aiclue
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name = "Old Handwritten Note"
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default_raw_text = "All the appliances are now hooked up to the AI. If there's any problems, report it to the Cybersun rep (Mr Satung)."
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// [Outpost ID Cards]
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//ID cards for the space ruin
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/obj/item/card/id/away/donk
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name = "\improper Donk Co. ID Card"
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desc = "A plastic card that identifies its bearer as an employee of Donk Co. There are electronic chips embedded to communicate with airlocks and other machines. It does not have a name attached."
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icon_state = "card_donk"
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trim = /datum/id_trim/away/hauntedtradingpost
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/obj/item/card/id/away/donk/boss
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desc = "A plastic card that identifies its bearer as a senior employee of Donk Co. There are electronic chips embedded to communicate with airlocks and other machines. It does not have a name attached."
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icon_state = "card_donkboss"
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trim = /datum/id_trim/away/hauntedtradingpost/boss
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// [Gimmick Treasure]
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// loot & weird items that should only exist in hauntedtradingpost.dmm
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//aquarium with two donkfish in it
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/obj/structure/aquarium/donkfish
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name = "office aquarium"
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desc = "A home for captive fish. This one has 'DONK CO' engraved on the glass."
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/obj/structure/aquarium/donkfish/Initialize(mapload)
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. = ..()
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new /obj/item/aquarium_prop/rocks(src)
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new /obj/item/aquarium_prop/seaweed(src)
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new /obj/item/fish/donkfish(src)
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new /obj/item/fish/donkfish(src)
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create_reagents(20, SEALED_CONTAINER)
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reagents.add_reagent(/datum/reagent/consumable/nutriment, 20)
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//gimmick ketchup bottle for healing minor injuries
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/obj/item/reagent_containers/condiment/donksauce
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name = "\improper Donk Co. Secret Sauce"
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desc = "The famous ketchup with a highly classified recipe."
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list_reagents = list(
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/datum/reagent/consumable/ketchup = 25,
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/datum/reagent/medicine/omnizine = 10,
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/datum/reagent/consumable/astrotame = 5,
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/datum/reagent/consumable/nutriment/vitamin = 5,
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/datum/reagent/consumable/bungojuice = 1,
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/datum/reagent/consumable/curry_powder = 1,
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/datum/reagent/consumable/soymilk = 1,
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/datum/reagent/consumable/tomatojuice = 1,
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/datum/reagent/consumable/vitfro = 1,
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)
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icon_state = "ketchup"
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fill_icon_thresholds = null
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// [Hazards & Traps]
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//cyborg holobarriers that die when the boss dies, how exciting
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/obj/structure/holosign/barrier/cyborg/cybersun_ai_shield
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desc = "A fragile holographic energy field projected by an AI core. It keeps unwanted humanoids at safe distance."
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/obj/structure/holosign/barrier/cyborg/cybersun_ai_shield/Initialize(mapload)
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. = ..()
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GLOB.selfdestructs_when_boss_dies += src
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/obj/structure/holosign/barrier/cyborg/cybersun_ai_shield/Destroy()
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GLOB.selfdestructs_when_boss_dies -= src
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return ..()
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//smes that produces power, until the boss dies then it self destructs and you gotta make your own power
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/obj/machinery/power/smes/magical/cybersun
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name = "cybersun-brand power storage unit"
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desc = "A high-capacity superconducting magnetic energy storage (SMES) unit. It looks like any other SMES unit, except this one says 'Cybersun' on it."
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//is this being used as part of the haunted trading post ruin? if true, will self destruct when boss dies
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var/donk_ai_slave = FALSE
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/obj/machinery/power/smes/magical/cybersun/Initialize(mapload)
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. = ..()
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if(donk_ai_slave)
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GLOB.selfdestructs_when_boss_dies += src
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/obj/machinery/power/smes/magical/cybersun/Destroy()
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if(donk_ai_slave)
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GLOB.selfdestructs_when_boss_dies -= src
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return ..()
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//this is a trigger for traps involving doors and shutters
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//doors get closed and bolted, shutters get cycled open/closed
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/obj/machinery/button/door/invisible_tripwire
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name = "Sonic Tripwire"
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desc = "An invisible trigger for shutters and doors. Triggers when someone steps on the tile."
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max_integrity = 50
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invisibility = INVISIBILITY_ABSTRACT
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anchored = TRUE
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//is this being used as part of the haunted trading post ruin? if true, will self destruct when boss dies
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var/donk_ai_slave = FALSE
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//can the trap trigger more than once?
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var/multiuse = FALSE
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//(if multiuse) how many times the trap can trigger. 0 or lower is infinite
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var/uses_remaining = 0
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//if true, the trap will unbolt all doors it bolted and cycle shutters a second time after a delay
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var/resets_self = FALSE
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//time before resets_self kicks in
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var/reset_timer = 1.8 SECONDS
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//when multiple tripwires are in the same suicide pact, they will all die when any of them die
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var/suicide_pact = FALSE
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//id of the suicide pact this tripwire is in
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var/suicide_pact_id
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GLOBAL_LIST_EMPTY(tripwire_suicide_pact)
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/obj/machinery/button/door/invisible_tripwire/Initialize(mapload)
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. = ..()
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if(donk_ai_slave == TRUE)
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GLOB.selfdestructs_when_boss_dies += src
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if(suicide_pact == TRUE && suicide_pact_id != null)
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GLOB.tripwire_suicide_pact += src
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/machinery/button/door/invisible_tripwire/proc/on_entered(atom/source, atom/movable/victim)
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SIGNAL_HANDLER
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if(!isliving(victim))
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return
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var/mob/living/target = victim
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if(target.stat != DEAD && target.mob_size == MOB_SIZE_HUMAN && target.mob_biotypes != MOB_ROBOTIC)
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tripwire_triggered(target)
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if(multiuse && uses_remaining < 1)
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uses_remaining--
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if(resets_self)
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addtimer(CALLBACK(src, PROC_REF(tripwire_triggered), victim), reset_timer)
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/obj/machinery/button/door/invisible_tripwire/proc/tripwire_triggered(atom/victim)
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INVOKE_ASYNC(src, TYPE_PROC_REF(/atom, interact), victim)
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if(multiuse && uses_remaining != 1)
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return
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if(suicide_pact&& suicide_pact_id)
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for (var/obj/machinery/button/door/invisible_tripwire/pact_member in GLOB.tripwire_suicide_pact)
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if(src.suicide_pact_id == pact_member.suicide_pact_id)
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qdel(pact_member)
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qdel(src)
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/obj/machinery/button/door/invisible_tripwire/Destroy()
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if(donk_ai_slave)
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GLOB.selfdestructs_when_boss_dies -= src
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if(suicide_pact && suicide_pact_id)
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GLOB.tripwire_suicide_pact -= src
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return ..()
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//door button that destroys itself when it is pressed
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/obj/machinery/button/door/selfdestructs
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icon_state= "button-warning"
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skin = "-warning"
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/obj/machinery/button/door/selfdestructs/attempt_press(mob/user)
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. = ..()
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do_sparks(rand(1,3), src)
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playsound(src, SFX_SPARKS, 100, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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qdel(src)
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//trap that gloms onto the first machine it finds on its tile, and lives inside it
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//then it zaps everyone who gets close. disarm by dissassembling the machine, or running out its charges
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/obj/effect/overloader_trap
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name = "overloader trap"
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desc = "A trap that overloads machines to electrify people who walk nearby."
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alpha = 70
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max_integrity = 50
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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icon = 'icons/effects/effects.dmi'
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icon_state = "empdisable"
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//trap wont damage mobs in its faction
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faction = list(ROLE_SYNDICATE)
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invisibility = INVISIBILITY_ABSTRACT
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plane = ABOVE_GAME_PLANE
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//datum we use to trigger when someones close
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var/datum/proximity_monitor/proximity_monitor
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// how close someone has to be to set the trap off
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var/trigger_range = 1
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// max range the trap can zap someone
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var/shock_range = 1
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/// damage from getting zapped by this trap
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var/shock_damage = 35
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// length of time target spends stunned
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var/stun_duration = 1.5 SECONDS
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// length of time targets spend jittery
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var/jitter_time = 5 SECONDS
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// length of time targets stutter
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var/stutter_time = 2 SECONDS
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//is this being used as part of the haunted trading post ruin? if true, will self destruct when boss dies
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var/donk_ai_slave = FALSE
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// machine that the trap inhabits
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var/obj/structure/host_machine
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// turf that the trap is on
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var/turf/my_turf
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//how long until trap zaps everything, after it detects something
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var/trigger_delay = 0.7 SECONDS
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COOLDOWN_DECLARE(trigger_cooldown)
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//time until trap can be triggered again
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var/trigger_cooldown_duration = 4 SECONDS
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//max amount of times the trap can trigger
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var/uses_remaining = 4
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//amount of damage the trap does to the machine its on, when its triggered
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//this can kill the machine and if it does, the trap effectively disarms itself
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//so acts as a soft cap of sorts on number of trap activations
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var/machine_overload_damage = 80 //machine integrity is usually 200 or 300
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/obj/effect/overloader_trap/Initialize(mapload)
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. = ..()
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proximity_monitor = new(src, 0)
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proximity_monitor?.set_range(trigger_range)
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my_turf = get_turf(src)
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host_machine = locate(/obj/machinery) in loc
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if(donk_ai_slave == TRUE)
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GLOB.selfdestructs_when_boss_dies += src
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/obj/effect/overloader_trap/Destroy()
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if(donk_ai_slave == TRUE)
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GLOB.selfdestructs_when_boss_dies -= src
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return ..()
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/obj/effect/overloader_trap/proc/check_faction(mob/target)
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for(var/faction1 in faction)
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if(faction1 in target.faction)
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return TRUE
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return FALSE
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/obj/effect/overloader_trap/HasProximity(mob/living)
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if(!locate(host_machine) in loc) //muh machine's gone, delete myself because im disarmed
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qdel(src)
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return
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if(!COOLDOWN_FINISHED(src, trigger_cooldown)) //do nothing if we're on cooldown
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return
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if(uses_remaining == 0) //deletes trap if it triggers when it has no uses left. should only happen if var edited but lets just be safe
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qdel(src)
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return
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if (!isliving(living)) //ensure the guy triggering us is alive
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return
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if (living.stat && check_faction(living)) //and make sure it ain't someone on our team
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return
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COOLDOWN_START(src, trigger_cooldown, 4 SECONDS)
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trap_alerted()
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/obj/effect/overloader_trap/proc/trap_alerted()
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if(host_machine in loc)
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visible_message(span_boldwarning("Sparks fly from [host_machine] as it shakes vigorously!"))
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do_sparks(number = 3, source = host_machine)
|
||||
host_machine.Shake(2, 1, trigger_delay)
|
||||
addtimer(CALLBACK(src, PROC_REF(trap_effect)), trigger_delay)
|
||||
//if someone breaks or moves the machine before the trap goes off, this should fail to do anything
|
||||
|
||||
/obj/effect/overloader_trap/proc/trap_effect()
|
||||
for(var/mob/living/living_mob in range(shock_range, src))
|
||||
if(faction_check_atom(living_mob))
|
||||
continue
|
||||
to_chat(living_mob, span_warning("You are struck by an arc of electricity!"))
|
||||
src.Beam(living_mob, icon_state = "lightning[rand(1,12)]", time = 0.5 SECONDS)
|
||||
living_mob.electrocute_act(shock_damage, host_machine, 1, SHOCK_NOGLOVES, stun_duration, jitter_time, stutter_time)
|
||||
for(var/obj/item/food/deadmouse in range(shock_range, src))
|
||||
src.Beam(deadmouse, icon_state = "lightning[rand(1,12)]", time = 0.5 SECONDS)
|
||||
do_sparks(number = 1, source = host_machine)
|
||||
host_machine.take_damage(machine_overload_damage, sound_effect = FALSE)
|
||||
uses_remaining--
|
||||
if(uses_remaining <= 0)
|
||||
qdel(src)
|
||||
|
||||
// [Custom Turrets]
|
||||
//these are the non-mob defenders of the hauntedtradingpost.dmm ruin
|
||||
//they are controlled with a syndicate ID and are hostile to anything non-syndicate by default
|
||||
|
||||
//donk turret - 9mm
|
||||
/obj/machinery/porta_turret/syndicate/donk
|
||||
//Medium speed, medium damage, fragile. Does brute damage.
|
||||
name = "\improper Donk Co. Defense Turret"
|
||||
icon_state = "donk_lethal"
|
||||
max_integrity = 120
|
||||
base_icon_state = "donk"
|
||||
stun_projectile = /obj/projectile/bullet/foam_dart/riot
|
||||
lethal_projectile = /obj/projectile/bullet/c9mm/blunttip
|
||||
lethal_projectile_sound = 'sound/weapons/gun/pistol/shot.ogg'
|
||||
stun_projectile_sound = 'sound/weapons/gun/pistol/shot.ogg'
|
||||
desc = "A ballistic machine gun auto-turret with Donk Co. branding. It uses 9mm rounds."
|
||||
armor_type = /datum/armor/donk_turret
|
||||
scan_range = 6
|
||||
shot_delay = 10
|
||||
|
||||
/datum/armor/donk_turret
|
||||
melee = 20
|
||||
bullet = 20
|
||||
laser = 40
|
||||
energy = 40
|
||||
bomb = 20
|
||||
fire = 50
|
||||
acid = 100
|
||||
|
||||
/obj/projectile/bullet/c9mm/blunttip
|
||||
wound_bonus = -40 //this will still cause bleeding wounds, but less often.
|
||||
|
||||
//cybersun turret - plasma beam
|
||||
/obj/machinery/porta_turret/syndicate/energy/cybersun
|
||||
//Slow speed, high damage. Does burn damage.
|
||||
name = "\improper Cybersun Plasma Auto-turret"
|
||||
icon_state = "red_lethal"
|
||||
base_icon_state = "red"
|
||||
stun_projectile = /obj/projectile/energy/electrode
|
||||
stun_projectile_sound = 'sound/weapons/taser.ogg'
|
||||
lethal_projectile = /obj/projectile/beam/laser/cybersun
|
||||
lethal_projectile_sound = 'sound/weapons/lasercannonfire.ogg'
|
||||
desc = "An energy gun auto-turret with Cybersun branding. It fires high-energy plasma beams that do a lot of damage, but it can be fairly slow."
|
||||
armor_type = /datum/armor/syndicate_shuttle
|
||||
scan_range = 6
|
||||
shot_delay = 50
|
||||
always_up = FALSE
|
||||
has_cover = TRUE
|
||||
|
||||
/obj/projectile/beam/laser/cybersun
|
||||
name = "plasma beam"
|
||||
desc = "A big red plasma beam, currently in flight."
|
||||
icon_state = "lava"
|
||||
light_color = COLOR_DARK_RED
|
||||
damage = 30
|
||||
wound_bonus = -50
|
||||
|
||||
Reference in New Issue
Block a user