/obj/effect/fun_balloon name = "fun balloon" desc = "This is going to be a laugh riot." icon = 'icons/obj/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) 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 PoolOrNew(/obj/effect/overlay/temp/sparkle, 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() PoolOrNew(/obj/effect/overlay/temp/sparkle, M) M.forceMove(T) M << "Pop!" /obj/effect/station_crash name = "station crash" desc = "With no survivors!" icon = 'icons/obj/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) //Luxury Shuttle Blockers /obj/effect/forcefield/luxury_shuttle var/threshhold = 500 var/list/approved_passengers = list() /obj/effect/forcefield/luxury_shuttle/CanPass(atom/movable/mover, turf/target, height=0) if(mover in approved_passengers) return 1 if(!isliving(mover)) //No stowaways return 0 var/total_cash = 0 var/list/counted_money = list() for(var/obj/item/weapon/coin/C in mover) total_cash += C.value counted_money += C if(total_cash >= threshhold) break for(var/obj/item/stack/spacecash/S in mover) total_cash += S.value * S.amount counted_money += S if(total_cash >= threshhold) break if(total_cash >= threshhold) for(var/obj/I in counted_money) qdel(I) mover << "Thank you for your payment! Please enjoy your flight." approved_passengers += mover return 1 else mover << "You don't have enough money to enter the main shuttle. You'll have to fly coach." return 0 //Shuttle Build /obj/effect/shuttle_build name = "shuttle_build" desc = "Some assembly required" icon = 'icons/obj/weapons.dmi' icon_state = "syndballoon" anchored = TRUE /obj/effect/shuttle_build/New() SSshuttle.emergency.dock(SSshuttle.getDock("emergency_home")) qdel(src)