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* Adds Pinatas that can be purchased by cargo and clown operatives! (#73868) ## About The Pull Request Pinata's drop various items when struck with a sufficiently powerful weapon. This PR adds two types, a standard one which can be bought from cargo which contains various candy items and a syndicate one which contains both candy items and explosives purchasable by clown operatives. The pinata functionality is also a component so admins can turn any structure/machine/mob into a pinata and customize the "candy" inside Sprites by @ Mey-Ha-Zah animated versions by me ## Why It's Good For The Game Adds a cute little celebration themed structure that can be bought by players to accommodate a celebration based gimmicks or the party trait. I think the options on things to do as a crew during a celebration are a bit limited at present with most of the options being making/purchasing food, activity wise the main example of a celebration item is pin the tail on the corgi which is a bit uninteresting, the pinata on the other hand is more cathartic and provides a "reward" in the form of various candy items for people who participate in smashing it. I also think its just funny to have clown operative gambling half their TC to try and get explosives. ## Changelog 🆑 Mey-Ha-Zah & NamelessFairy add: Added pinata crates to cargo, they contain various candy items. Fun at parties. add: Clown operatives can now purchase a weapons grade pinata, this contains both candy and explosives. Still fun at parties. admin: Admins can now turn players, mobs and objects into pinata's with the new pinata component. /🆑 * Adds Pinatas that can be purchased by cargo and clown operatives! --------- Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
93 lines
3.4 KiB
Plaintext
93 lines
3.4 KiB
Plaintext
///A pinata that has a chance to drop candy items when struck with a melee weapon that deals at least 10 damage
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/obj/structure/pinata
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name = "corgi pinata"
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desc = "A papier-mâché representation of a corgi that contains all sorts of sugary treats."
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icon = 'icons/obj/toys/toy.dmi'
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icon_state = "pinata_placed"
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base_icon_state = "pinata_placed"
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max_integrity = 300 //20 hits from a baseball bat
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anchored = TRUE
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///What sort of candy the pinata will contain
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var/candy_options = list(
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/obj/item/food/bubblegum,
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/obj/item/food/candy,
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/obj/item/food/chocolatebar,
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/obj/item/food/gumball,
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/obj/item/food/lollipop/cyborg,
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)
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///How much candy is dropped when the pinata is destroyed
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var/destruction_loot = 5
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///Debris dropped when the pinata is destroyed
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var/debris = /obj/effect/decal/cleanable/wrapping/pinata
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/obj/structure/pinata/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/pinata, candy = candy_options, death_drop = destruction_loot)
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/obj/structure/pinata/take_damage(damage_amount, damage_type, damage_flag, sound_effect, attack_dir, armour_penetration)
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. = ..()
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if(get_integrity() < (max_integrity/2))
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icon_state = "[base_icon_state]_damaged"
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if(damage_amount >= 10) // Swing means minimum damage threshhold for dropping candy is met.
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flick("[icon_state]_swing", src)
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/obj/structure/pinata/play_attack_sound(damage_amount, damage_type, damage_flag)
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(src, 'sound/weapons/slash.ogg', 50, TRUE)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
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if(BURN)
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playsound(src, 'sound/items/welder.ogg', 100, TRUE)
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/obj/structure/pinata/deconstruct(disassembled)
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new debris(get_turf(src))
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return ..()
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///An item that when used inhand spawns an immovable pinata
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/obj/item/pinata
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name = "pinata assembly kit"
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desc = "A papier-mâché corgi that contains various candy, must be set up before you can smash it."
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icon = 'icons/obj/toys/toy.dmi'
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icon_state = "pinata"
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///The pinata that is created when this is placed.
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var/pinata_type = /obj/structure/pinata
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/obj/item/pinata/attack_self(mob/user)
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var/turf/player_turf = get_turf(user)
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if(player_turf?.is_blocked_turf(TRUE))
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return FALSE
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balloon_alert_to_viewers("setting up pinata...")
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if(!do_after(user, 4 SECONDS, target = get_turf(user), progress = TRUE))
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balloon_alert(user, "cancelled!")
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new pinata_type(get_turf(user))
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balloon_alert(user, "pinata setup")
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qdel(src)
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/obj/structure/pinata/syndie
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name = "syndicate corgi pinata"
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desc = "A papier-mâché representation of a corgi that contains all sorts of bombastic treats."
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icon_state = "pinata_syndie_placed"
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base_icon_state = "pinata_syndie_placed"
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destruction_loot = 2
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debris = /obj/effect/decal/cleanable/wrapping/pinata/syndie
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candy_options = list(
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/obj/item/food/bubblegum,
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/obj/item/food/candy,
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/obj/item/food/chocolatebar,
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/obj/item/food/gumball,
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/obj/item/food/lollipop,
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/obj/item/grenade/c4,
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/obj/item/grenade/clusterbuster/soap,
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/obj/item/grenade/empgrenade,
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/obj/item/grenade/frag,
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/obj/item/grenade/syndieminibomb,
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) //Candy items at the top, explosives at the bottom to be easier to read instead of fully alphabetized.
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/obj/item/pinata/syndie
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name = "weapons grade pinata assembly kit"
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desc = "A papier-mâché corgi that contains various candy and explosives, must be set up before you can smash it."
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icon_state = "pinata_syndie"
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pinata_type = /obj/structure/pinata/syndie
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