Merge pull request #26193 from Robustin/future5

Engimarket 3, The Third III: Fucking Dance Machine
This commit is contained in:
Joan Lung
2017-04-14 22:07:02 -04:00
committed by GitHub
16 changed files with 550 additions and 3 deletions
+4 -1
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@@ -2,7 +2,10 @@
#define CHANNEL_LOBBYMUSIC 1024
#define CHANNEL_ADMIN 1023
#define CHANNEL_VOX 1022
#define CHANNEL_JUKEBOX 1021
//THIS SHOULD ALWAYS BE THE LOWEST ONE!
//KEEP IT UPDATED
#define CHANNEL_HIGHEST_AVAILABLE 1021
#define CHANNEL_HIGHEST_AVAILABLE 1020
+514
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@@ -0,0 +1,514 @@
// DISCO DANCE MACHINE - For engineering power optimization incentive nurturing test system (POINTS)
/obj/machinery/disco
name = "radiant dance machine mark IV"
desc = "The first three prototypes were discontinued after mass casualty incidents."
icon = 'icons/obj/lighting.dmi'
icon_state = "disco0"
anchored = FALSE
verb_say = "states"
density = TRUE
req_access = list(GLOB.access_engine)
var/active = FALSE
var/list/rangers = list()
var/list/listeners = list()
var/charge = 35
var/stop = 0
var/list/available = list()
var/list/select_name = list()
var/list/spotlights = list()
var/list/sparkles = list()
var/static/list/songs = list(
new /datum/track("Engineering's Basic Beat", 'sound/misc/disco.ogg', 600, 5),
new /datum/track("Engineering's Domination Dance", 'sound/misc/e1m1.ogg', 950, 6),
new /datum/track("Engineering's Superiority Shimmy", 'sound/misc/Paradox.ogg', 2400, 4),
new /datum/track("Engineering's Ultimate High-Energy Hustle", 'sound/misc/boogie2.ogg', 1770, 5),
)
var/datum/track/selection = null
/datum/track
var/song_name = "generic"
var/song_path = null
var/song_length = 0
var/song_beat = 0
/datum/track/New(name, path, length, beat)
song_name = name
song_path = path
song_length = length
song_beat = beat
/obj/machinery/disco/Initialize()
..()
selection = songs[1]
/obj/machinery/disco/Destroy()
dance_over()
return ..()
/obj/machinery/disco/attackby(obj/item/O, mob/user, params)
if(!active)
if(istype(O, /obj/item/weapon/wrench))
if(!anchored && !isinspace())
to_chat(user,"<span class='notice'>You secure the [src] to the floor.</span>")
anchored = TRUE
else if(anchored)
to_chat(user,"<span class='notice'>You unsecure and disconnect the [src].</span>")
anchored = FALSE
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
return
return ..()
/obj/machinery/disco/update_icon()
if(active)
icon_state = "disco1"
else
icon_state = "disco0"
..()
/obj/machinery/disco/interact(mob/user)
if (!anchored)
to_chat(user,"<span class='warning'>This device must be anchored by a wrench!</span>")
return
if(!allowed(user))
to_chat(user,"<span class='warning'>Error: Access Denied - Message: Only the engineering department can be trusted with this kind of power.</span>")
playsound(src, 'sound/misc/compiler-failure.ogg', 50, 1)
return
if(!Adjacent(user) && !isAI(user))
return
user.set_machine(src)
var/list/dat = list()
dat +="<div class='statusDisplay' style='text-align:center'>"
dat += "<b><A href='?src=\ref[src];action=toggle'>[!active ? "BREAK IT DOWN" : "SHUT IT DOWN"]<b></A><br>"
dat += "</div><br>"
dat += "<A href='?src=\ref[src];action=select'> Select Track</A><br>"
dat += "Track Selected: [selection.song_name]<br>"
dat += "Track Length: [selection.song_length/10] seconds<br><br>"
dat += "<br>DJ's Soundboard:<b><br>"
dat +="<div class='statusDisplay'><div style='text-align:center'>"
dat += "<A href='?src=\ref[src];action=horn'>Air Horn</A> "
dat += "<A href='?src=\ref[src];action=alert'>Station Alert</A> "
dat += "<A href='?src=\ref[src];action=siren'>Warning Siren</A> "
dat += "<A href='?src=\ref[src];action=honk'>Honk</A><br>"
dat += "<A href='?src=\ref[src];action=pump'>Shotgun Pump</A>"
dat += "<A href='?src=\ref[src];action=pop'>Gunshot</A>"
dat += "<A href='?src=\ref[src];action=saber'>Esword</A>"
dat += "<A href='?src=\ref[src];action=harm'>Harm Alarm</A>"
var/datum/browser/popup = new(user, "vending", "Radiance Dance Machine - Mark IV", 400, 350)
popup.set_content(dat.Join())
popup.open()
/obj/machinery/disco/Topic(href, href_list)
if(..())
return
add_fingerprint(usr)
switch(href_list["action"])
if("toggle")
if (QDELETED(src))
return
if(!active)
if(stop > world.time)
to_chat(usr, "<span class='warning'>Error: The device is still resetting from the last activation, it will be ready again in [round((stop-world.time)/10)] seconds.</span>")
playsound(src, 'sound/misc/compiler-failure.ogg', 50, 1)
return
active = TRUE
update_icon()
dance_setup()
START_PROCESSING(SSobj, src)
lights_spin()
updateUsrDialog()
else if(active)
active = FALSE
STOP_PROCESSING(SSobj, src)
update_icon()
dance_over()
stop = world.time + 300
updateUsrDialog()
if("select")
if(active)
to_chat(usr, "<span class='warning'>Error: You cannot change the song until the current one is over.</span>")
return
check_GBP()
select_name = input(usr, "Choose your song", "Track:") as null|anything in available
if (QDELETED(src))
return
for(var/datum/track/S in songs)
if(select_name == S.song_name)
selection = S
break
updateUsrDialog()
if("horn")
deejay('sound/items/AirHorn2.ogg')
if("alert")
deejay('sound/misc/notice1.ogg')
if("siren")
deejay('sound/machines/engine_alert1.ogg')
if("honk")
deejay('sound/items/bikehorn.ogg')
if("pump")
deejay('sound/weapons/shotgunpump.ogg')
if("pop")
deejay('sound/weapons/Gunshot3.ogg')
if("saber")
deejay('sound/weapons/saberon.ogg')
if("harm")
deejay('sound/AI/harmalarm.ogg')
/obj/machinery/disco/proc/deejay(var/S)
if (QDELETED(src) || !active || charge < 5)
to_chat(usr, "<span class='warning'>The device is not able to play more DJ sounds at this time.</span>")
return
charge -= 5
playsound(src, S,300,1)
/obj/machinery/disco/proc/check_GBP()
available |= "Engineering's Basic Beat"
available |= "Engineering's Domination Dance"
available |= "Engineering's Superiority Shimmy"
available |= "Engineering's Ultimate High-Energy Hustle"
/obj/machinery/disco/proc/dance_setup()
stop = world.time + selection.song_length
var/turf/cen = get_turf(src)
FOR_DVIEW(var/turf/t, 3, get_turf(src),INVISIBILITY_LIGHTING)
if(t.x == cen.x && t.y > cen.y)
var/obj/item/device/flashlight/spotlight/L = new /obj/item/device/flashlight/spotlight(t)
L.light_color = "red"
L.light_power = 30-(get_dist(src,L)*8)
L.range = 1+get_dist(src, L)
spotlights+=L
continue
if(t.x == cen.x && t.y < cen.y)
var/obj/item/device/flashlight/spotlight/L = new /obj/item/device/flashlight/spotlight(t)
L.light_color = "purple"
L.light_power = 30-(get_dist(src,L)*8)
L.range = 1+get_dist(src, L)
spotlights+=L
continue
if(t.x > cen.x && t.y == cen.y)
var/obj/item/device/flashlight/spotlight/L = new /obj/item/device/flashlight/spotlight(t)
L.light_color = "#ffff00"
L.light_power = 30-(get_dist(src,L)*8)
L.range = 1+get_dist(src, L)
spotlights+=L
continue
if(t.x < cen.x && t.y == cen.y)
var/obj/item/device/flashlight/spotlight/L = new /obj/item/device/flashlight/spotlight(t)
L.light_color = "green"
L.light_power = 30-(get_dist(src,L)*8)
L.range = 1+get_dist(src, L)
spotlights+=L
continue
if((t.x+1 == cen.x && t.y+1 == cen.y) || (t.x+2==cen.x && t.y+2 == cen.y))
var/obj/item/device/flashlight/spotlight/L = new /obj/item/device/flashlight/spotlight(t)
L.light_color = "sw"
L.light_power = 30-(get_dist(src,L)*8)
L.range = 1.4+get_dist(src, L)
spotlights+=L
continue
if((t.x-1 == cen.x && t.y-1 == cen.y) || (t.x-2==cen.x && t.y-2 == cen.y))
var/obj/item/device/flashlight/spotlight/L = new /obj/item/device/flashlight/spotlight(t)
L.light_color = "ne"
L.light_power = 30-(get_dist(src,L)*8)
L.range = 1.4+get_dist(src, L)
spotlights+=L
continue
if((t.x-1 == cen.x && t.y+1 == cen.y) || (t.x-2==cen.x && t.y+2 == cen.y))
var/obj/item/device/flashlight/spotlight/L = new /obj/item/device/flashlight/spotlight(t)
L.light_color = "se"
L.light_power = 30-(get_dist(src,L)*8)
L.range = 1.4+get_dist(src, L)
spotlights+=L
continue
if((t.x+1 == cen.x && t.y-1 == cen.y) || (t.x+2==cen.x && t.y-2 == cen.y))
var/obj/item/device/flashlight/spotlight/L = new /obj/item/device/flashlight/spotlight(t)
L.light_color = "nw"
L.light_power = 30-(get_dist(src,L)*8)
L.range = 1.4+get_dist(src, L)
spotlights+=L
continue
continue
/obj/machinery/disco/proc/hierofunk()
for(var/i in 1 to 10)
spawn_atom_to_turf(/obj/effect/overlay/temp/hierophant/telegraph/edge, src, 1, FALSE)
sleep(5)
/obj/machinery/disco/proc/lights_spin()
for(var/i in 1 to 25)
if(QDELETED(src) || !active)
return
var/obj/effect/overlay/sparkles/S = new /obj/effect/overlay/sparkles(src)
S.alpha = 0
sparkles += S
switch(i)
if(1 to 8)
S.orbit(src, 30, TRUE, 60, 36, TRUE, FALSE)
if(9 to 16)
S.orbit(src, 62, TRUE, 60, 36, TRUE, FALSE)
if(17 to 24)
S.orbit(src, 95, TRUE, 60, 36, TRUE, FALSE)
if(25)
S.pixel_y = 7
S.forceMove(get_turf(src))
sleep(7)
if(selection.song_name == "Engineering's Ultimate High-Energy Hustle")
sleep(280)
for(var/obj/reveal in sparkles)
reveal.alpha = 255
while(active)
for(var/obj/item/device/flashlight/spotlight/glow in spotlights) // The multiples reflects custom adjustments to each colors after dozens of tests
if(QDELETED(src) || !active || QDELETED(glow))
return
if(glow.light_color == "red")
glow.light_color = "nw"
glow.light_power = glow.light_power * 1.48
glow.light_range = 0
glow.update_light()
continue
if(glow.light_color == "nw")
glow.light_color = "green"
glow.light_range = glow.range * 1.1
glow.light_power = glow.light_power * 2 // Any changes to power must come in pairs to neutralize it for other colors
glow.update_light()
continue
if(glow.light_color == "green")
glow.light_color = "sw"
glow.light_power = glow.light_power * 0.5
glow.light_range = 0
glow.update_light()
continue
if(glow.light_color == "sw")
glow.light_color = "purple"
glow.light_power = glow.light_power * 2.27
glow.light_range = glow.range * 1.15
glow.update_light()
continue
if(glow.light_color == "purple")
glow.light_color = "se"
glow.light_power = glow.light_power * 0.44
glow.light_range = 0
glow.update_light()
continue
if(glow.light_color == "se")
glow.light_color = "#ffff00"
glow.light_range = glow.range * 0.9
glow.update_light()
continue
if(glow.light_color == "#ffff00")
glow.light_color = "ne"
glow.light_range = 0
glow.update_light()
continue
if(glow.light_color == "ne")
glow.light_color = "red"
glow.light_power = glow.light_power * 0.68
glow.light_range = glow.range * 0.85
glow.update_light()
continue
if(prob(2)) // Unique effects for the dance floor that show up randomly to mix things up
INVOKE_ASYNC(src, .proc/hierofunk)
sleep(selection.song_beat)
/obj/machinery/disco/proc/dance(var/mob/living/carbon/M) //Show your moves
switch(rand(0,9))
if(0 to 1)
dance2(M)
if(2 to 3)
dance3(M)
if(4 to 6)
dance4(M)
if(7 to 9)
dance5(M)
/obj/machinery/disco/proc/dance2(var/mob/living/carbon/M)
set waitfor = 0
for(var/i = 1, i < 10, i++)
M.SpinAnimation(15,1)
M.setDir(pick(GLOB.cardinal))
sleep(8)
/obj/machinery/disco/proc/dance3(var/mob/living/carbon/M)
var/matrix/initial_matrix = matrix(M.transform)
for(var/i in 1 to 6)
if (!M)
return
M.SpinAnimation(7,1)
M.setDir(pick(GLOB.cardinal))
for (var/x in 1 to 12)
sleep(1)
if (!M)
return
if (i<5)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(0,1)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if (i>4)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(0,-2)
animate(M, transform = initial_matrix, time = 1, loop = 0)
M.setDir(turn(M.dir, 90))
switch (M.dir)
if (NORTH)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(0,3)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if (SOUTH)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(0,-3)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if (EAST)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(3,0)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if (WEST)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(-3,0)
animate(M, transform = initial_matrix, time = 1, loop = 0)
sleep(10)
animate(M, transform = null, time = 1, loop = 0)
/obj/machinery/disco/proc/dance4(var/mob/living/carbon/M)
var/speed = rand(1,3)
set waitfor = 0
var/time = 30
while(time)
sleep(speed)
for(var/i in 1 to speed)
M.setDir(pick(GLOB.cardinal))
M.lay_down(TRUE)
time--
/obj/machinery/disco/proc/dance5(var/mob/living/carbon/M)
INVOKE_ASYNC(M, .proc/dance5helper)
var/matrix/initial_matrix = matrix(M.transform)
for (var/i in 1 to 60)
if (!M)
return
if (i<31)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(0,1)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if (i>30)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(0,-1)
animate(M, transform = initial_matrix, time = 1, loop = 0)
M.setDir(turn(M.dir, 90))
switch (M.dir)
if (NORTH)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(0,3)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if (SOUTH)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(0,-3)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if (EAST)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(3,0)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if (WEST)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(-3,0)
animate(M, transform = initial_matrix, time = 1, loop = 0)
sleep (1)
animate(M, transform = null, time = 1, loop = 0)
/obj/machinery/disco/proc/dance5helper(var/mob/living/carbon/M)
if (M)
animate(M, transform = matrix(180, MATRIX_ROTATE), time = 1, loop = 0)
sleep (70)
if (M)
animate(M, transform = null, time = 1, loop = 0)
/mob/living/carbon/proc/dancey() // Dance5 except independent of the machine if admins want to meme it up
INVOKE_ASYNC(src, .proc/danceyhelper)
var/matrix/initial_matrix = matrix(transform)
for (var/i in 1 to 60)
if (!src)
return
if (i<31)
initial_matrix = matrix(transform)
initial_matrix.Translate(0,1)
transform = initial_matrix
animate(src, transform, time = 1, loop = 0)
if (i>30)
initial_matrix = matrix(transform)
initial_matrix.Translate(0,-1)
transform = initial_matrix
animate(src, transform, time = 1, loop = 0)
setDir(turn(src.dir, 90))
switch (dir)
if (NORTH)
initial_matrix = matrix(transform)
initial_matrix.Translate(0,3)
animate(src, transform, time = 1, loop = 0)
if (SOUTH)
initial_matrix = matrix(transform)
initial_matrix.Translate(0,-3)
animate(src, transform, time = 1, loop = 0)
if (EAST)
initial_matrix = matrix(transform)
initial_matrix.Translate(3,0)
animate(src, transform, time = 1, loop = 0)
if (WEST)
initial_matrix = matrix(transform)
initial_matrix.Translate(-3,0)
animate(src, transform, time = 1, loop = 0)
sleep (1)
animate(src, transform = null, time = 1, loop = 0)
/mob/living/carbon/proc/danceyhelper()
if (src)
animate(src, transform = matrix(180, MATRIX_ROTATE), time = 1, loop = 0)
sleep (70)
if (src)
animate(src, transform = null, time = 1, loop = 0)
/obj/machinery/disco/proc/dance_over()
for(var/obj/item/device/flashlight/spotlight/SL in spotlights)
qdel(SL)
spotlights.Cut()
for(var/obj/effect/overlay/sparkles/SP in sparkles)
qdel(SP)
sparkles.Cut()
rangers.Cut()
for(var/mob/living/L in listeners)
if(!L || !L.client)
continue
L.stop_sound_channel(CHANNEL_JUKEBOX)
listeners.Cut()
/obj/machinery/disco/process()
if(charge<35)
charge += 1
if(world.time < stop && active)
rangers = list()
for(var/mob/living/M in range(9,src))
rangers += M
if(!(listeners[M]))
M.playsound_local(get_turf(M), selection.song_path, 100, channel = CHANNEL_JUKEBOX)
listeners[M] = TRUE
if(prob(5+(allowed(M)*4)))
dance(M)
for(var/mob/living/L in listeners)
if(!(L in rangers))
listeners -= L
if(!L || !L.client)
continue
L.stop_sound_channel(CHANNEL_JUKEBOX)
else if(active)
STOP_PROCESSING(SSobj, src)
dance_over()
playsound(src,'sound/machines/terminal_off.ogg',50,1)
active = FALSE
icon_state = "disco0"
+1 -1
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@@ -50,4 +50,4 @@
to_chat(user, "You have a very bad feeling about this.")
return
return
+10
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@@ -210,6 +210,11 @@
icon_state = "smoke"
duration = 50
/obj/effect/overlay/temp/fire
icon = 'icons/effects/fire.dmi'
icon_state = "3"
duration = 20
/obj/effect/overlay/temp/cult
randomdir = 0
duration = 10
@@ -608,3 +613,8 @@
name = "Coconuts"
icon = 'icons/misc/beach.dmi'
icon_state = "coconuts"
/obj/effect/overlay/sparkles
name = "sparkles"
icon = 'icons/effects/effects.dmi'
icon_state = "shieldsparkles"
+20 -1
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@@ -307,7 +307,7 @@
// Glowsticks, in the uncomfortable range of similar to flares,
// but not similar enough to make it worth a refactor
/obj/item/device/flashlight/glowstick
name = "green glowstick"
name = "glowstick"
desc = "A military-grade glowstick."
w_class = WEIGHT_CLASS_SMALL
brightness_on = 4
@@ -363,6 +363,11 @@
. = ..()
if(.)
user.visible_message("<span class='notice'>[user] cracks and shakes [src].</span>", "<span class='notice'>You crack and shake [src], turning it on!</span>")
activate()
/obj/item/device/flashlight/glowstick/proc/activate()
if(!on)
on = TRUE
START_PROCESSING(SSobj, src)
/obj/item/device/flashlight/glowstick/red
@@ -402,6 +407,20 @@
color = initial(glowtype.color)
. = ..()
/obj/item/device/flashlight/spotlight //invisible lighting source
name = "disco lighting"
icon_state = null
light_color = null
brightness_on = 0
light_range = 0
light_power = 10
alpha = 0
layer = 0
on = TRUE
anchored = TRUE
var/range = null
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/item/device/flashlight/flashdark
name = "flashdark"
desc = "A strange device manufactured with mysterious elements that somehow emits darkness. Or maybe it just sucks in light? Nobody knows for sure."
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+1
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@@ -502,6 +502,7 @@
#include "code\game\machinery\cell_charger.dm"
#include "code\game\machinery\cloning.dm"
#include "code\game\machinery\constructable_frame.dm"
#include "code\game\machinery\dance_machine.dm"
#include "code\game\machinery\deployable.dm"
#include "code\game\machinery\dna_scanner.dm"
#include "code\game\machinery\doppler_array.dm"