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[MIRROR] Sentience Fun Balloon TGUI (#5545)
* Sentience Fun Balloon TGUI (#58724) Gives the sentience fun balloon a TGUI interface before popping! Set the group name and balloon range without needing to VV! * Sentience Fun Balloon TGUI Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
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@@ -5,6 +5,7 @@
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icon_state = "syndballoon"
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anchored = TRUE
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var/popped = FALSE
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var/pop_sound_effect = 'sound/items/party_horn.ogg'
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/obj/effect/fun_balloon/Initialize()
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. = ..()
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@@ -28,24 +29,55 @@
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/obj/effect/fun_balloon/proc/pop()
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visible_message("<span class='notice'>[src] pops!</span>")
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playsound(get_turf(src), 'sound/items/party_horn.ogg', 50, TRUE, -1)
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playsound(get_turf(src), pop_sound_effect, 50, TRUE, -1)
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qdel(src)
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//ATTACK GHOST IGNORING PARENT RETURN VALUE
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/obj/effect/fun_balloon/attack_ghost(mob/user)
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if(!user.client || !user.client.holder || popped)
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return
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var/confirmation = alert("Pop [src]?","Fun Balloon","Yes","No")
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if(confirmation == "Yes" && !popped)
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popped = TRUE
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effect()
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pop()
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// ----------- Sentience Balloon
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/obj/effect/fun_balloon/sentience
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name = "sentience fun balloon"
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desc = "When this pops, things are gonna get more aware around here."
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var/effect_range = 3
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var/group_name = "a bunch of giant spiders"
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var/effect_range = 3
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/obj/effect/fun_balloon/sentience/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "SentienceFunBalloon", name)
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ui.open()
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/obj/effect/fun_balloon/sentience/ui_data(mob/user)
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var/list/data = list()
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data["group_name"] = group_name
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data["range"] = effect_range
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return data
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/obj/effect/fun_balloon/sentience/ui_state(mob/user)
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return GLOB.admin_state
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/obj/effect/fun_balloon/sentience/ui_status(mob/user)
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if(popped)
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return UI_CLOSE
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return ..()
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/obj/effect/fun_balloon/sentience/ui_act(action, list/params)
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. = ..()
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if(.)
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return
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switch(action)
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if("group_name")
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group_name = params["updated_name"]
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if("effect_range")
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effect_range = params["updated_range"]
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if("pop")
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if(!popped)
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popped = TRUE
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effect()
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pop()
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return TRUE
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/obj/effect/fun_balloon/sentience/effect()
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var/list/bodies = list()
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@@ -64,6 +96,7 @@
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body.key = C.key
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new /obj/effect/temp_visual/gravpush(get_turf(body))
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// ----------- Emergency Shuttle Balloon
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/obj/effect/fun_balloon/sentience/emergency_shuttle
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name = "shuttle sentience fun balloon"
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var/trigger_time = 60
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@@ -73,6 +106,7 @@
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if(SSshuttle.emergency && (SSshuttle.emergency.timeLeft() <= trigger_time) && (SSshuttle.emergency.mode == SHUTTLE_CALL))
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. = TRUE
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// ----------- Scatter Balloon
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/obj/effect/fun_balloon/scatter
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name = "scatter fun balloon"
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desc = "When this pops, you're not going to be around here anymore."
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@@ -85,6 +119,8 @@
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M.forceMove(T)
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to_chat(M, "<span class='notice'>Pop!</span>", confidential = TRUE)
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// ----------- Station Crash
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// Can't think of anywhere better to put it right now
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/obj/effect/station_crash
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name = "station crash"
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desc = "With no survivors!"
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@@ -113,68 +149,3 @@
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desc = "Absolute Destruction. Will crash the shuttle far into the station."
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min_crash_strength = 15
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max_crash_strength = 25
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//Arena
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/obj/effect/forcefield/arena_shuttle
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name = "portal"
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timeleft = 0
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var/list/warp_points = list()
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/obj/effect/forcefield/arena_shuttle/Initialize()
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. = ..()
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for(var/obj/effect/landmark/shuttle_arena_safe/exit in GLOB.landmarks_list)
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warp_points += exit
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/obj/effect/forcefield/arena_shuttle/Bumped(atom/movable/AM)
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if(!isliving(AM))
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return
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var/mob/living/L = AM
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if(L.pulling && istype(L.pulling, /obj/item/bodypart/head))
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to_chat(L, "<span class='notice'>Your offering is accepted. You may pass.</span>", confidential = TRUE)
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qdel(L.pulling)
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var/turf/LA = get_turf(pick(warp_points))
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L.forceMove(LA)
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L.hallucination = 0
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to_chat(L, "<span class='reallybig redtext'>The battle is won. Your bloodlust subsides.</span>", confidential = TRUE)
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for(var/obj/item/chainsaw/doomslayer/chainsaw in L)
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qdel(chainsaw)
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var/obj/item/skeleton_key/key = new(L)
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L.put_in_hands(key)
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else
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to_chat(L, "<span class='warning'>You are not yet worthy of passing. Drag a severed head to the barrier to be allowed entry to the hall of champions.</span>", confidential = TRUE)
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/obj/effect/landmark/shuttle_arena_safe
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name = "hall of champions"
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desc = "For the winners."
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/obj/effect/landmark/shuttle_arena_entrance
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name = "\proper the arena"
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desc = "A lava filled battlefield."
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/obj/effect/forcefield/arena_shuttle_entrance
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name = "portal"
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timeleft = 0
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var/list/warp_points = list()
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/obj/effect/forcefield/arena_shuttle_entrance/Bumped(atom/movable/AM)
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if(!isliving(AM))
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return
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if(!warp_points.len)
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for(var/obj/effect/landmark/shuttle_arena_entrance/S in GLOB.landmarks_list)
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warp_points |= S
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var/obj/effect/landmark/LA = pick(warp_points)
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var/mob/living/M = AM
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M.forceMove(get_turf(LA))
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to_chat(M, "<span class='reallybig redtext'>You're trapped in a deadly arena! To escape, you'll need to drag a severed head to the escape portals.</span>", confidential = TRUE)
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M.apply_status_effect(STATUS_EFFECT_MAYHEM)
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/area/shuttle_arena
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name = "arena"
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has_gravity = STANDARD_GRAVITY
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requires_power = FALSE
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