/obj/effect/fun_balloon name = "fun balloon" desc = "This is going to be a laugh riot." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "syndballoon" anchored = TRUE var/popped = FALSE /obj/effect/fun_balloon/New() . = ..() SSobj.processing |= src /obj/effect/fun_balloon/Destroy() SSobj.processing -= src . = ..() /obj/effect/fun_balloon/process() if(!popped && check() && !QDELETED(src)) popped = TRUE effect() pop() /obj/effect/fun_balloon/proc/check() return FALSE /obj/effect/fun_balloon/proc/effect() return /obj/effect/fun_balloon/proc/pop() visible_message("[src] pops!") playsound(get_turf(src), 'sound/items/party_horn.ogg', 50, 1, -1) qdel(src) /obj/effect/fun_balloon/attack_ghost(mob/user) if(!user.client || !user.client.holder || popped) return switch(alert("Pop [src]?","Fun Balloon","Yes","No")) if("Yes") effect() pop() /obj/effect/fun_balloon/sentience name = "sentience fun balloon" desc = "When this pops, things are gonna get more aware around here." var/effect_range = 3 var/group_name = "a bunch of giant spiders" /obj/effect/fun_balloon/sentience/effect() var/list/bodies = list() for(var/mob/living/M in range(effect_range, get_turf(src))) bodies += M var/question = "Would you like to be [group_name]?" var/list/candidates = pollCandidatesForMobs(question, "pAI", null, FALSE, 100, bodies) while(candidates.len && bodies.len) var/mob/dead/observer/ghost = pick_n_take(candidates) var/mob/living/body = pick_n_take(bodies) to_chat(body, "Your mob has been taken over by a ghost!") message_admins("[key_name_admin(ghost)] has taken control of ([key_name_admin(body)])") body.ghostize(0) body.key = ghost.key new /obj/effect/temp_visual/gravpush(get_turf(body)) /obj/effect/fun_balloon/sentience/emergency_shuttle name = "shuttle sentience fun balloon" var/trigger_time = 60 /obj/effect/fun_balloon/sentience/emergency_shuttle/check() . = FALSE if(SSshuttle.emergency && (SSshuttle.emergency.timeLeft() <= trigger_time) && (SSshuttle.emergency.mode == SHUTTLE_CALL)) . = TRUE /obj/effect/fun_balloon/scatter name = "scatter fun balloon" desc = "When this pops, you're not going to be around here anymore." var/effect_range = 5 /obj/effect/fun_balloon/scatter/effect() for(var/mob/living/M in range(effect_range, get_turf(src))) var/turf/T = find_safe_turf() new /obj/effect/temp_visual/gravpush(get_turf(M)) M.forceMove(T) to_chat(M, "Pop!") /obj/effect/station_crash name = "station crash" desc = "With no survivors!" icon = 'icons/obj/items_and_weapons.dmi' icon_state = "syndballoon" anchored = TRUE /obj/effect/station_crash/New() for(var/S in SSshuttle.stationary) var/obj/docking_port/stationary/SM = S if(SM.id == "emergency_home") var/new_dir = turn(SM.dir, 180) SM.loc = get_ranged_target_turf(SM, new_dir, rand(3,15)) break qdel(src) //Shuttle Build /obj/effect/shuttle_build name = "shuttle_build" desc = "Some assembly required" icon = 'icons/obj/items_and_weapons.dmi' icon_state = "syndballoon" anchored = TRUE /obj/effect/shuttle_build/New() SSshuttle.emergency.dock(SSshuttle.getDock("emergency_home")) qdel(src) //Arena /obj/effect/forcefield/arena_shuttle name = "portal" var/list/warp_points = list() /obj/effect/forcefield/arena_shuttle/CollidedWith(atom/movable/AM) if(!isliving(AM)) return if(!warp_points.len) warp_points = get_area_turfs(/area/shuttle/escape) for(var/turf/T in warp_points) for(var/atom/movable/TAM in T) if(TAM.density && TAM.anchored) warp_points -= T break var/mob/living/L = AM if(L.pulling && istype(L.pulling, /obj/item/bodypart/head)) to_chat(L, "Your offering is accepted. You may pass.") qdel(L.pulling) var/turf/LA = pick(warp_points) L.forceMove(LA) L.hallucination = 0 to_chat(L, "The battle is won. Your bloodlust subsides.") for(var/obj/item/twohanded/required/chainsaw/doomslayer/chainsaw in L) qdel(chainsaw) else to_chat(L, "You are not yet worthy of passing. Drag a severed head to the barrier to be allowed entry to the hall of champions.") /obj/effect/landmark/shuttle_arena_safe name = "hall of champions" desc = "For the winners." /obj/effect/landmark/shuttle_arena_entrance name = "the arena" desc = "A lava filled battlefield." /obj/effect/forcefield/arena_shuttle_entrance name = "portal" var/list/warp_points = list() /obj/effect/forcefield/arena_shuttle_entrance/CollidedWith(atom/movable/AM) if(!isliving(AM)) return if(!warp_points.len) for(var/obj/effect/landmark/shuttle_arena_entrance/S in GLOB.landmarks_list) warp_points |= S var/obj/effect/landmark/LA = pick(warp_points) var/mob/living/M = AM M.forceMove(get_turf(LA)) to_chat(M, "You're trapped in a deadly arena! To escape, you'll need to drag a severed head to the escape portals.") spawn() var/obj/effect/mine/pickup/bloodbath/B = new (M) B.mineEffect(M) /area/shuttle_arena name = "arena" has_gravity = TRUE requires_power = FALSE