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Bubberstation/code/game/objects/items/plushes.dm
SkyratBot f9f4c80055 [MIRROR] Refactors the Nuclear Authentication Disk's Lone Op Behavior Into a Component, + Examine Message [MDB IGNORE] (#19407)
* Refactors the Nuclear Authentication Disk's Lone Op Behavior Into a Component, + Examine Message (#73453)

## About The Pull Request

### Refactor

Turns all the behavior for the nuke disk raising lone op probability
when unsecured into a new component, the "Keep Me Secure" component. As
an example (and really, I made it to test that the component was
actually working), there is a new admin plush called the "whiny plushie"
that will change icon depending on whether it is secure or not. Useful!

### Examine

I also added an examine message. Will explain below

## Why It's Good For The Game

The examine message was really what this entire pr's purpose was really
for.

>
[Capsandi](https://tgstation13.org/phpBB/memberlist.php?mode=viewprofile&u=7767)
wrote:
[↑](https://tgstation13.org/phpBB/viewtopic.php?p=665827#p665827)Wed Feb
15, 2023 2:42 pm
Someone needs to pr some sort of indicator as to whether the disk is
'secure' or not so players who don't know about the niche lone op
mechanic won't make the same intuitive assumption (though swat has been
trolled for putting it in the safe before).

I agree with this for the same reasons I did #73016 so I'll restate the
point with it here: A piece of banning a captain recently was that they
didn't secure the disk, but there is no indication in game that the disk
has special condiitons that trigger lone op, just that it should be kept
safe (which yeah, nuke ops want it). I'd rather remove the ambiguity of
a captain knowing this mechanic or not for the sake of the game, a
single examine for it is harmless

I'm considering this administration, not a feature. If maints want me to
take it out and have this be refactor only, that's fine with me

## Changelog
🆑
refactor: Refactors how nuclear activation disk works. Shouldn't notice
a whole lot but if you do, it might be because of this.
admin: Disk now has an examine message for whether it's secure or not,
to make it less ambiguous for players.
/🆑

* Refactors the Nuclear Authentication Disk's Lone Op Behavior Into a Component, + Examine Message

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2023-03-02 22:06:22 -08:00

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/obj/item/toy/plush
name = "plush"
desc = "This is the special coder plush, do not steal."
icon = 'icons/obj/toys/plushes.dmi'
icon_state = "debug"
worn_icon_state = "plushie"
attack_verb_continuous = list("thumps", "whomps", "bumps")
attack_verb_simple = list("thump", "whomp", "bump")
w_class = WEIGHT_CLASS_SMALL
resistance_flags = FLAMMABLE
var/list/squeak_override //Weighted list; If you want your plush to have different squeak sounds use this
var/stuffed = TRUE //If the plushie has stuffing in it
var/obj/item/grenade/grenade //You can remove the stuffing from a plushie and add a grenade to it for *nefarious uses*
//--love ~<3--
gender = NEUTER
var/obj/item/toy/plush/lover
var/obj/item/toy/plush/partner
var/obj/item/toy/plush/plush_child
var/obj/item/toy/plush/paternal_parent //who initiated creation
var/obj/item/toy/plush/maternal_parent //who owns, see love()
var/static/list/breeding_blacklist = typecacheof(/obj/item/toy/plush/carpplushie/dehy_carp) // you cannot have sexual relations with this plush
var/list/scorned = list() //who the plush hates
var/list/scorned_by = list() //who hates the plush, to remove external references on Destroy()
var/heartbroken = FALSE
var/vowbroken = FALSE
var/young = FALSE
///Prevents players from cutting stuffing out of a plushie if true
var/divine = FALSE
var/mood_message
var/list/love_message
var/list/partner_message
var/list/heartbroken_message
var/list/vowbroken_message
var/list/parent_message
var/normal_desc
//--end of love :'(--
/*
** If you add a new plushie please add it to the lists at both:
** /obj/effect/spawner/random/entertainment/plushie
** /obj/effect/spawner/random/entertainment/plushie_delux
*/
/obj/item/toy/plush/Initialize(mapload)
. = ..()
AddComponent(/datum/component/squeak, squeak_override)
AddElement(/datum/element/bed_tuckable, 6, -5, 90)
//have we decided if Pinocchio goes in the blue or pink aisle yet?
if(gender == NEUTER)
if(prob(50))
gender = FEMALE
else
gender = MALE
love_message = list("\n[src] is so happy, \he could rip a seam!")
partner_message = list("\n[src] has a ring on \his finger! It says bound to my dear [partner].")
heartbroken_message = list("\n[src] looks so sad.")
vowbroken_message = list("\n[src] lost \his ring...")
parent_message = list("\n[src] can't remember what sleep is.")
normal_desc = desc
/obj/item/toy/plush/Destroy()
QDEL_NULL(grenade)
//inform next of kin and... acquaintances
if(partner)
partner.bad_news(src)
partner = null
lover = null
else if(lover)
lover.bad_news(src)
lover = null
if(paternal_parent)
paternal_parent.bad_news(src)
paternal_parent = null
if(maternal_parent)
maternal_parent.bad_news(src)
maternal_parent = null
if(plush_child)
plush_child.bad_news(src)
plush_child = null
var/i
var/obj/item/toy/plush/P
for(i=1, i <= scorned.len, i++)
P = scorned[i]
P.bad_news(src)
scorned = null
for(i=1, i <= scorned_by.len, i++)
P = scorned_by[i]
P.bad_news(src)
scorned_by = null
//null remaining lists
squeak_override = null
love_message = null
partner_message = null
heartbroken_message = null
vowbroken_message = null
parent_message = null
return ..()
/obj/item/toy/plush/handle_atom_del(atom/A)
if(A == grenade)
grenade = null
..()
/obj/item/toy/plush/attack_self(mob/user)
. = ..()
if(stuffed || grenade)
to_chat(user, span_notice("You pet [src]. D'awww."))
if(grenade && !grenade.active)
user.log_message("activated a hidden grenade in [src].", LOG_VICTIM)
grenade.arm_grenade(user, msg = FALSE, volume = 10)
else
to_chat(user, span_notice("You try to pet [src], but it has no stuffing. Aww..."))
/obj/item/toy/plush/attackby(obj/item/I, mob/living/user, params)
if(I.get_sharpness())
if(!grenade)
if(!stuffed)
to_chat(user, span_warning("You already murdered it!"))
return
if(!divine)
user.visible_message(span_notice("[user] tears out the stuffing from [src]!"), span_notice("You rip a bunch of the stuffing from [src]. Murderer."))
I.play_tool_sound(src)
stuffed = FALSE
else
to_chat(user, span_notice("What a fool you are. [src] is a god, how can you kill a god? What a grand and intoxicating innocence."))
user.adjust_drunk_effect(20, up_to = 50)
var/turf/current_location = get_turf(user)
var/area/current_area = current_location.loc //copied from hand tele code
if(current_location && current_area && (current_area.area_flags & NOTELEPORT))
to_chat(user, span_notice("There is no escape. No recall or intervention can work in this place."))
else
to_chat(user, span_notice("There is no escape. Although recall or intervention can work in this place, attempting to flee from [src]'s immense power would be futile."))
user.visible_message(span_notice("[user] lays down their weapons and begs for [src]'s mercy!"), span_notice("You lay down your weapons and beg for [src]'s mercy."))
user.drop_all_held_items()
else
to_chat(user, span_notice("You remove the grenade from [src]."))
user.put_in_hands(grenade)
grenade = null
return
if(isgrenade(I))
if(stuffed)
to_chat(user, span_warning("You need to remove some stuffing first!"))
return
if(grenade)
to_chat(user, span_warning("[src] already has a grenade!"))
return
if(!user.transferItemToLoc(I, src))
return
user.visible_message(span_warning("[user] slides [grenade] into [src]."), \
span_danger("You slide [I] into [src]."))
grenade = I
user.log_message("added a grenade ([I.name]) to [src]", LOG_GAME)
return
if(istype(I, /obj/item/toy/plush))
love(I, user)
return
return ..()
/obj/item/toy/plush/proc/love(obj/item/toy/plush/Kisser, mob/living/user) //~<3
var/chance = 100 //to steal a kiss, surely there's a 100% chance no-one would reject a plush such as I?
var/concern = 20 //perhaps something might cloud true love with doubt
var/loyalty = 30 //why should another get between us?
var/duty = 50 //conquering another's is what I live for
//we are not catholic
if(young == TRUE || Kisser.young == TRUE)
user.show_message(span_notice("[src] plays tag with [Kisser]."), MSG_VISUAL,
span_notice("They're happy."), NONE)
Kisser.cheer_up()
cheer_up()
//never again
else if(Kisser in scorned)
//message, visible, alternate message, neither visible nor audible
user.show_message(span_notice("[src] rejects the advances of [Kisser]!"), MSG_VISUAL,
span_notice("That didn't feel like it worked."), NONE)
else if(src in Kisser.scorned)
user.show_message(span_notice("[Kisser] realises who [src] is and turns away."), MSG_VISUAL,
span_notice("That didn't feel like it worked."), NONE)
//first comes love
else if(Kisser.lover != src && Kisser.partner != src) //cannot be lovers or married
if(Kisser.lover) //if the initiator has a lover
Kisser.lover.heartbreak(Kisser) //the old lover can get over the kiss-and-run whilst the kisser has some fun
chance -= concern //one heart already broken, what does another mean?
if(lover) //if the recipient has a lover
chance -= loyalty //mustn't... but those lips
if(partner) //if the recipient has a partner
chance -= duty //do we mate for life?
if(prob(chance)) //did we bag a date?
user.visible_message(span_notice("[user] makes [Kisser] kiss [src]!"),
span_notice("You make [Kisser] kiss [src]!"))
if(lover) //who cares for the past, we live in the present
lover.heartbreak(src)
new_lover(Kisser)
Kisser.new_lover(src)
else
user.show_message(span_notice("[src] rejects the advances of [Kisser], maybe next time?"), MSG_VISUAL,
span_notice("That didn't feel like it worked, this time."), NONE)
//then comes marriage
else if(Kisser.lover == src && Kisser.partner != src) //need to be lovers (assumes loving is a two way street) but not married (also assumes similar)
user.visible_message(span_notice("[user] pronounces [Kisser] and [src] married! D'aw."),
span_notice("You pronounce [Kisser] and [src] married!"))
new_partner(Kisser)
Kisser.new_partner(src)
//then comes a baby in a baby's carriage, or an adoption in an adoption's orphanage
else if(Kisser.partner == src && !plush_child) //the one advancing does not take ownership of the child and we have a one child policy in the toyshop
user.visible_message(span_notice("[user] is going to break [Kisser] and [src] by bashing them like that."),
span_notice("[Kisser] passionately embraces [src] in your hands. Look away you perv!"))
user.client.give_award(/datum/award/achievement/misc/rule8, user)
if(plop(Kisser))
user.visible_message(span_notice("Something drops at the feet of [user]."),
span_notice("The miracle of oh god did that just come out of [src]?!"))
//then comes protection, or abstinence if we are catholic
else if(Kisser.partner == src && plush_child)
user.visible_message(span_notice("[user] makes [Kisser] nuzzle [src]!"),
span_notice("You make [Kisser] nuzzle [src]!"))
//then oh fuck something unexpected happened
else
user.show_message(span_warning("[Kisser] and [src] don't know what to do with one another."), NONE)
/obj/item/toy/plush/proc/heartbreak(obj/item/toy/plush/Brutus)
if(lover != Brutus)
CRASH("plushie heartbroken by a plushie that is not their lover")
scorned.Add(Brutus)
Brutus.scorned_by(src)
lover = null
Brutus.lover = null //feeling's mutual
heartbroken = TRUE
mood_message = pick(heartbroken_message)
if(partner == Brutus) //oh dear...
partner = null
Brutus.partner = null //it'd be weird otherwise
vowbroken = TRUE
mood_message = pick(vowbroken_message)
update_desc()
/obj/item/toy/plush/proc/scorned_by(obj/item/toy/plush/Outmoded)
scorned_by.Add(Outmoded)
/obj/item/toy/plush/proc/new_lover(obj/item/toy/plush/Juliet)
if(lover == Juliet)
return //nice try
lover = Juliet
cheer_up()
lover.cheer_up()
mood_message = pick(love_message)
update_desc()
if(partner) //who?
partner = null //more like who cares
/obj/item/toy/plush/proc/new_partner(obj/item/toy/plush/Apple_of_my_eye)
if(partner == Apple_of_my_eye)
return //double marriage is just insecurity
if(lover != Apple_of_my_eye)
return //union not born out of love will falter
partner = Apple_of_my_eye
heal_memories()
partner.heal_memories()
mood_message = pick(partner_message)
update_desc()
/obj/item/toy/plush/proc/plop(obj/item/toy/plush/Daddy)
if(partner != Daddy)
return FALSE //we do not have bastards in our toyshop
if(is_type_in_typecache(Daddy, breeding_blacklist))
return FALSE // some love is forbidden
if(prob(50)) //it has my eyes
plush_child = new type(get_turf(loc))
else //it has your eyes
plush_child = new Daddy.type(get_turf(loc))
plush_child.make_young(src, Daddy)
/obj/item/toy/plush/proc/make_young(obj/item/toy/plush/Mama, obj/item/toy/plush/Dada)
if(Mama == Dada)
return //cloning is reserved for plants and spacemen
maternal_parent = Mama
paternal_parent = Dada
young = TRUE
name = "[Mama] Jr" //Icelandic naming convention pending
normal_desc = "[src] is a little baby of [maternal_parent] and [paternal_parent]!" //original desc won't be used so the child can have moods
update_desc()
Mama.mood_message = pick(Mama.parent_message)
Mama.update_desc()
Dada.mood_message = pick(Dada.parent_message)
Dada.update_desc()
/obj/item/toy/plush/proc/bad_news(obj/item/toy/plush/Deceased) //cotton to cotton, sawdust to sawdust
var/is_that_letter_for_me = FALSE
if(partner == Deceased) //covers marriage
is_that_letter_for_me = TRUE
partner = null
lover = null
else if(lover == Deceased) //covers lovers
is_that_letter_for_me = TRUE
lover = null
//covers children
if(maternal_parent == Deceased)
is_that_letter_for_me = TRUE
maternal_parent = null
if(paternal_parent == Deceased)
is_that_letter_for_me = TRUE
paternal_parent = null
//covers parents
if(plush_child == Deceased)
is_that_letter_for_me = TRUE
plush_child = null
//covers bad memories
if(Deceased in scorned)
scorned.Remove(Deceased)
cheer_up() //what cold button eyes you have
if(Deceased in scorned_by)
scorned_by.Remove(Deceased)
//all references to the departed should be cleaned up by now
if(is_that_letter_for_me)
heartbroken = TRUE
mood_message = pick(heartbroken_message)
update_desc()
/obj/item/toy/plush/proc/cheer_up() //it'll be all right
if(!heartbroken)
return //you cannot make smile what is already
if(vowbroken)
return //it's a pretty big deal
heartbroken = !heartbroken
if(mood_message in heartbroken_message)
mood_message = null
update_desc()
/obj/item/toy/plush/proc/heal_memories() //time fixes all wounds
if(!vowbroken)
vowbroken = !vowbroken
if(mood_message in vowbroken_message)
mood_message = null
cheer_up()
/obj/item/toy/plush/update_desc()
desc = normal_desc
. = ..()
if(mood_message)
desc += mood_message
/obj/item/toy/plush/carpplushie
name = "space carp plushie"
desc = "An adorable stuffed toy that resembles a space carp."
icon_state = "carpplush"
inhand_icon_state = "carp_plushie"
attack_verb_continuous = list("bites", "eats", "fin slaps")
attack_verb_simple = list("bite", "eat", "fin slap")
squeak_override = list('sound/weapons/bite.ogg'=1)
/obj/item/toy/plush/bubbleplush
name = "\improper Bubblegum plushie"
desc = "The friendly red demon that gives good miners gifts."
icon_state = "bubbleplush"
attack_verb_continuous = list("rents")
attack_verb_simple = list("rent")
squeak_override = list('sound/magic/demon_attack1.ogg'=1)
/obj/item/toy/plush/ratplush
name = "\improper Ratvar plushie"
desc = "An adorable plushie of the clockwork justiciar himself with new and improved spring arm action."
icon_state = "plushvar"
divine = TRUE
var/obj/item/toy/plush/narplush/clash_target
gender = MALE //he's a boy, right?
/obj/item/toy/plush/ratplush/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
. = ..()
if(clash_target)
return
var/obj/item/toy/plush/narplush/P = locate() in range(1, src)
if(P && istype(P.loc, /turf/open) && !P.clashing)
clash_of_the_plushies(P)
/obj/item/toy/plush/ratplush/proc/clash_of_the_plushies(obj/item/toy/plush/narplush/P)
clash_target = P
P.clashing = TRUE
say("YOU.")
P.say("Ratvar?!")
var/obj/item/toy/plush/a_winnar_is
var/victory_chance = 10
for(var/i in 1 to 10) //We only fight ten times max
if(QDELETED(src))
P.clashing = FALSE
return
if(QDELETED(P))
clash_target = null
return
if(!Adjacent(P))
visible_message(span_warning("The two plushies angrily flail at each other before giving up."))
clash_target = null
P.clashing = FALSE
return
playsound(src, 'sound/magic/clockwork/ratvar_attack.ogg', 50, TRUE, frequency = 2)
sleep(0.24 SECONDS)
if(QDELETED(src))
P.clashing = FALSE
return
if(QDELETED(P))
clash_target = null
return
if(prob(victory_chance))
a_winnar_is = src
break
P.SpinAnimation(5, 0)
sleep(0.5 SECONDS)
if(QDELETED(src))
P.clashing = FALSE
return
if(QDELETED(P))
clash_target = null
return
playsound(P, 'sound/magic/clockwork/narsie_attack.ogg', 50, TRUE, frequency = 2)
sleep(0.33 SECONDS)
if(QDELETED(src))
P.clashing = FALSE
return
if(QDELETED(P))
clash_target = null
return
if(prob(victory_chance))
a_winnar_is = P
break
SpinAnimation(5, 0)
victory_chance += 10
sleep(0.5 SECONDS)
if(!a_winnar_is)
a_winnar_is = pick(src, P)
if(a_winnar_is == src)
say(pick("DIE.", "ROT."))
P.say(pick("Nooooo...", "Not die. To y-", "Die. Ratv-", "Sas tyen re-"))
playsound(src, 'sound/magic/clockwork/anima_fragment_attack.ogg', 50, TRUE, frequency = 2)
playsound(P, 'sound/magic/demon_dies.ogg', 50, TRUE, frequency = 2)
explosion(P, light_impact_range = 1)
qdel(P)
clash_target = null
else
say("NO! I will not be banished again...")
P.say(pick("Ha.", "Ra'sha fonn dest.", "You fool. To come here."))
playsound(src, 'sound/magic/clockwork/anima_fragment_death.ogg', 62, TRUE, frequency = 2)
playsound(P, 'sound/magic/demon_attack1.ogg', 50, TRUE, frequency = 2)
explosion(src, light_impact_range = 1)
qdel(src)
P.clashing = FALSE
/obj/item/toy/plush/narplush
name = "\improper Nar'Sie plushie"
desc = "A small stuffed doll of the elder goddess Nar'Sie. Who thought this was a good children's toy?"
icon_state = "narplush"
divine = TRUE
var/clashing
gender = FEMALE //it's canon if the toy is
/obj/item/toy/plush/narplush/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
. = ..()
var/obj/item/toy/plush/ratplush/P = locate() in range(1, src)
if(P && istype(P.loc, /turf/open) && !P.clash_target && !clashing)
P.clash_of_the_plushies(src)
/obj/item/toy/plush/lizard_plushie
name = "lizard plushie"
desc = "An adorable stuffed toy that resembles a lizardperson."
icon_state = "map_plushie_lizard"
greyscale_config = /datum/greyscale_config/plush_lizard
attack_verb_continuous = list("claws", "hisses", "tail slaps")
attack_verb_simple = list("claw", "hiss", "tail slap")
squeak_override = list('sound/weapons/slash.ogg' = 1)
/obj/item/toy/plush/lizard_plushie/Initialize(mapload)
. = ..()
if(!greyscale_colors)
// Generate a random valid lizard color for our plushie friend
var/generated_lizard_color = "#" + random_color()
var/temp_hsv = RGBtoHSV(generated_lizard_color)
// If our color is too dark, use the classic green lizard plush color
if(ReadHSV(temp_hsv)[3] < ReadHSV("#7F7F7F")[3])
generated_lizard_color = "#66ff33"
// Set our greyscale colors to the lizard color we made + black eyes
set_greyscale(colors = list(generated_lizard_color, "#000000"))
// Preset lizard plushie that uses the original lizard plush green. (Or close to it)
/obj/item/toy/plush/lizard_plushie/green
desc = "An adorable stuffed toy that resembles a green lizardperson. This one fills you with nostalgia and soul."
greyscale_colors = "#66ff33#000000"
/obj/item/toy/plush/space_lizard_plushie
name = "space lizard plushie"
desc = "An adorable stuffed toy that resembles a very determined spacefaring lizardperson. To infinity and beyond, little guy."
icon_state = "plushie_spacelizard"
inhand_icon_state = null
// space lizards can't hit people with their tail, it's stuck in their suit
attack_verb_continuous = list("claws", "hisses", "bops")
attack_verb_simple = list("claw", "hiss", "bops")
squeak_override = list('sound/weapons/slash.ogg' = 1)
/obj/item/toy/plush/snakeplushie
name = "snake plushie"
desc = "An adorable stuffed toy that resembles a snake. Not to be mistaken for the real thing."
icon_state = "plushie_snake"
inhand_icon_state = null
attack_verb_continuous = list("bites", "hisses", "tail slaps")
attack_verb_simple = list("bite", "hiss", "tail slap")
squeak_override = list('sound/weapons/bite.ogg' = 1)
/obj/item/toy/plush/nukeplushie
name = "operative plushie"
desc = "A stuffed toy that resembles a syndicate nuclear operative. The tag claims operatives to be purely fictitious."
icon_state = "plushie_nuke"
inhand_icon_state = null
attack_verb_continuous = list("shoots", "nukes", "detonates")
attack_verb_simple = list("shoot", "nuke", "detonate")
squeak_override = list('sound/effects/hit_punch.ogg' = 1)
/obj/item/toy/plush/plasmamanplushie
name = "plasmaman plushie"
desc = "A stuffed toy that resembles your purple coworkers. Mmm, yeah, in true plasmaman fashion, it's not cute at all despite the designer's best efforts."
icon_state = "plushie_pman"
inhand_icon_state = null
attack_verb_continuous = list("burns", "space beasts", "fwooshes")
attack_verb_simple = list("burn", "space beast", "fwoosh")
squeak_override = list('sound/effects/extinguish.ogg' = 1)
/obj/item/toy/plush/slimeplushie
name = "slime plushie"
desc = "An adorable stuffed toy that resembles a slime. It is practically just a hacky sack."
icon_state = "plushie_slime"
inhand_icon_state = null
attack_verb_continuous = list("blorbles", "slimes", "absorbs")
attack_verb_simple = list("blorble", "slime", "absorb")
squeak_override = list('sound/effects/blobattack.ogg' = 1)
gender = FEMALE //given all the jokes and drawings, I'm not sure the xenobiologists would make a slimeboy
/obj/item/toy/plush/awakenedplushie
name = "awakened plushie"
desc = "An ancient plushie that has grown enlightened to the true nature of reality."
icon_state = "plushie_awake"
inhand_icon_state = null
/obj/item/toy/plush/awakenedplushie/Initialize(mapload)
. = ..()
AddComponent(/datum/component/edit_complainer)
/obj/item/toy/plush/whiny_plushie
name = "whiny plushie"
desc = "An ancient plushie that demands constant companionship, after being forgotten for too long."
icon_state = "plushie_whiny"
inhand_icon_state = null
/// static list of cry messages it picks from to speak when it is insecure from no movement
var/static/list/cry_still_messages
/// static list of cry messages it picks from to speak when it is insecure from no holder
var/static/list/cry_alone_messages
/// cooldown for it sending messages, it will every 10 seconds
COOLDOWN_DECLARE(cry_cooldown)
/obj/item/toy/plush/whiny_plushie/Initialize(mapload)
. = ..()
if(!cry_still_messages)
cry_still_messages = list(
"WHY DID WE STOP MOVING?! ARE YOU GOING TO LEAVE ME?!!",
"WE COULD GET ATTACKED WE'RE SITTING DUCKS MOVE MOOOOOOOVE!!",
"YOU'RE PLANNING ON DROPPING ME AREN'T YOU I KNOW YOU AAAAAAAREE!!",
"THE SYNDICATE ARE TRIANGULATING OUR LOCAAAAAAAATIONNN!!",
"THIS PLACE IS SCARY I WANNA LEEEEEAAAAAVVVEEEEEE!!",
"CHELP, CHELP CCCCHHHHEEEEEEEEEEEEEEELLLLLLLPPPPPP!!",
)
cry_alone_messages = list(
"NOOOOOOOOOOOOOOOOOO DON'T LEAVE MEEEEE!!",
"WUH WHERE DID EVERYONE GOOOOOOHHHHHHH WAHHH!!",
"SOMEONE, ANYONEEEEEEEEE PICK ME UPP!!",
"I DIDN'T DESERVE ITTTTTTTTTT!!",
"I WILL DIE TO JUST ONE ATTTTTTAAAAACKKKKKK!!",
"I WILLLLLL NOT DROP GOOOD IITITTEEEEEMMMS!!",
)
AddComponent(/datum/component/keep_me_secure, CALLBACK(src, PROC_REF(secured_process)) , CALLBACK(src, PROC_REF(unsecured_process)))
/obj/item/toy/plush/whiny_plushie/proc/secured_process(last_move)
icon_state = initial(icon_state)
/obj/item/toy/plush/whiny_plushie/proc/unsecured_process(last_move)
if(!COOLDOWN_FINISHED(src, cry_cooldown))
return
COOLDOWN_START(src, cry_cooldown, 10 SECONDS)
icon_state = "plushie_whiny_crying"
if(isturf(loc))
say(pick(cry_alone_messages))
else
say(pick(cry_still_messages))
playsound(src, 'sound/items/intents/Help.ogg', 50, FALSE)
/obj/item/toy/plush/beeplushie
name = "bee plushie"
desc = "A cute toy that resembles an even cuter bee."
icon_state = "plushie_h"
inhand_icon_state = null
attack_verb_continuous = list("stings")
attack_verb_simple = list("sting")
gender = FEMALE
squeak_override = list('sound/voice/moth/scream_moth.ogg'=1)
/obj/item/toy/plush/goatplushie
name = "strange goat plushie"
icon_state = "goat"
desc = "Despite its cuddly appearance and plush nature, it will beat you up all the same. Goats never change."
squeak_override = list('sound/weapons/punch1.ogg'=1)
/// Whether or not this goat is currently taking in a monsterous doink
var/going_hard = FALSE
/// Whether or not this goat has been flattened like a funny pancake
var/splat = FALSE
/obj/item/toy/plush/goatplushie/Initialize(mapload)
. = ..()
var/static/list/loc_connections = list(
COMSIG_TURF_INDUSTRIAL_LIFT_ENTER = PROC_REF(splat),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/item/toy/plush/goatplushie/attackby(obj/item/clothing/mask/cigarette/rollie/fat_dart, mob/user, params)
if(!istype(fat_dart))
return ..()
if(splat)
to_chat(user, span_notice("[src] doesn't seem to be able to go hard right now."))
return
if(going_hard)
to_chat(user, span_notice("[src] is already going too hard!"))
return
if(!fat_dart.lit)
to_chat(user, span_notice("You'll have to light that first!"))
return
to_chat(user, span_notice("You put [fat_dart] into [src]'s mouth."))
qdel(fat_dart)
going_hard = TRUE
update_icon(UPDATE_OVERLAYS)
/obj/item/toy/plush/goatplushie/proc/splat(datum/source)
SIGNAL_HANDLER
if(splat)
return
if(going_hard)
going_hard = FALSE
update_icon(UPDATE_OVERLAYS)
icon_state = "goat_splat"
playsound(src, SFX_DESECRATION, 50, TRUE)
visible_message(span_danger("[src] gets absolutely flattened!"))
splat = TRUE
/obj/item/toy/plush/goatplushie/examine()
. = ..()
if(splat)
. += span_notice("[src] might need medical attention.")
if(going_hard)
. += span_notice("[src] is going so hard, feel free to take a picture.")
/obj/item/toy/plush/goatplushie/update_overlays()
. = ..()
if(going_hard)
. += "goat_dart"
/obj/item/toy/plush/moth
name = "moth plushie"
desc = "A plushie depicting an adorable mothperson. It's a huggable bug!"
icon_state = "moffplush"
inhand_icon_state = null
attack_verb_continuous = list("flutters", "flaps")
attack_verb_simple = list("flutter", "flap")
squeak_override = list('sound/voice/moth/scream_moth.ogg'=1)
///Used to track how many people killed themselves with item/toy/plush/moth
var/suicide_count = 0
/obj/item/toy/plush/moth/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] stares deeply into the eyes of [src] and it begins consuming [user.p_them()]! It looks like [user.p_theyre()] trying to commit suicide!"))
suicide_count++
if(suicide_count < 3)
desc = "A plushie depicting an unsettling mothperson. After killing [suicide_count] [suicide_count == 1 ? "person" : "people"] it's not looking so huggable now..."
else
desc = "A plushie depicting a creepy mothperson. It's killed [suicide_count] people! I don't think I want to hug it any more!"
divine = TRUE
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
playsound(src, 'sound/hallucinations/wail.ogg', 50, TRUE, -1)
var/list/available_spots = get_adjacent_open_turfs(loc)
if(available_spots.len) //If the user is in a confined space the plushie will drop normally as the user dies, but in the open the plush is placed one tile away from the user to prevent squeak spam
var/turf/open/random_open_spot = pick(available_spots)
forceMove(random_open_spot)
user.dust(just_ash = FALSE, drop_items = TRUE)
return MANUAL_SUICIDE
/obj/item/toy/plush/pkplush
name = "peacekeeper plushie"
desc = "A plushie depicting a peacekeeper cyborg. Only you can prevent human harm!"
icon_state = "pkplush"
attack_verb_continuous = list("hugs", "squeezes")
attack_verb_simple = list("hug", "squeeze")
squeak_override = list('sound/weapons/thudswoosh.ogg'=1)
/obj/item/toy/plush/rouny
name = "runner plushie"
desc = "A plushie depicting a xenomorph runner, made to commemorate the centenary of the Battle of LV-426. Much cuddlier than the real thing."
icon_state = "rouny"
item_flags = XENOMORPH_HOLDABLE
inhand_icon_state = null
attack_verb_continuous = list("slashes", "bites", "charges")
attack_verb_simple = list("slash", "bite", "charge")
squeak_override = list('sound/items/intents/Help.ogg' = 1)
/obj/item/toy/plush/abductor
name = "abductor plushie"
desc = "A plushie depicting an alien abductor. The tag on it is in an indecipherable language."
icon_state = "abductor"
inhand_icon_state = null
attack_verb_continuous = list("abducts", "probes")
attack_verb_continuous = list("abduct", "probe")
squeak_override = list('sound/weather/ashstorm/inside/weak_end.ogg' = 1) //very faint sound since abductors are silent as far as "speaking" is concerned.
/obj/item/toy/plush/abductor/agent
name = "abductor agent plushie"
desc = "A plushie depicting an alien abductor agent. The stun baton is attached to the hand of the plushie, and appears to be inert. I wouldn't stay alone with it."
icon_state = "abductor_agent"
inhand_icon_state = null
attack_verb_continuous = list("abducts", "probes", "stuns")
attack_verb_continuous = list("abduct", "probe", "stun")
squeak_override = list(
'sound/weapons/egloves.ogg' = 2,
'sound/weapons/cablecuff.ogg' = 1,
)
/obj/item/toy/plush/greek_cucumber
name = "greek cucumber"
desc = "A plushie depicting a large cucumber with eyes, it seems that according to the manufacturer of the toy, the human race will look like in the future."
icon_state = "cucumber"
inhand_icon_state = null
attack_verb_continuous = list("squishes", "creaks", "crunches")
attack_verb_simple = list("squish", "creak", "crunch")
squeak_override = list(
'sound/effects/slosh.ogg' = 1,
'sound/effects/splat.ogg' = 2
)