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Bubberstation/code/game/objects/items/toys.dm
SkyratBot e9e7d7a461 [MIRROR] Minigame DLC - Intergalactic Basketball League [MDB IGNORE] (#20048)
* Minigame DLC - Intergalactic Basketball League (#72459)

## About The Pull Request
New DLC bout to drop.

![dreamseeker_45s0qiPMXE](https://user-images.githubusercontent.com/5195984/210466427-35b90d46-6620-45e2-8b21-66d1dcada76f.png)

Lots of new things included:
- New basketball minigame that can be played between 2-7 players
- Crafting recipe for basketballs using leather sheets
- Crafting recipe for basketball hoops using metal, rods, and durathread
- New basketball sounds for the ball and hoops
- New scorecard that can be reset using CtrlClick
- Basketball hoops can be rotated using a wrench and AltClick
- Dunking and shooting animations.

### New basketball mechanics that now utilize stamina:

- Dunking costs large stamina and you must be directly adjacent to the
hoop and click on it.
- Shooting costs medium stamina and uses RMB. Shooting lets you aim the
ball over peoples heads, meaning anyone obstructing your path will be
bypassed. There is a half second delay during shooting where someone can
bump or push to prevent the shot from succeeding.
- Shooting from further away results in less accuracy. If you do not
click directly on the hoop, there is also an accuracy penalty!
- Passing costs no stamina and uses LMB. Trying to score into the hoop
via passing results in a reduced chance.
- Spinning costs medium stamina while holding the ball. It gives a
reduced chance for the ball to be stolen but decreases accuracy for
shooting.
- Pushing a player using RMB will attempt to steal the ball and drain
their stamina.
- The chance to steal the ball is based on the stamina of both players
and the direction they are facing. If the person with the ball is at low
stamina, and the person stealing is at full stamina, they will have a
higher chance. Likewise, if the person with the ball is face to face
with the stealer, then there is a higher chance for the ball to be
stolen. If the person has their back to the stealer, then it's a lower
chance.
- Shooting from more than 2 tiles away, results in 3 points. See below
picture to know the distance.

![dreamseeker_1iFLhQGx01](https://user-images.githubusercontent.com/5195984/210469319-162b9745-fcae-4261-92ef-228388eb4f6f.png)

### Now to introduce the teams:

<details>
<summary>Nanotrasen Basketball Department</summary>

![dreamseeker_baSqp2nipv](https://user-images.githubusercontent.com/5195984/210469887-9e0a92d5-d4bd-4da8-9e73-b11d91fdfcd8.png)

</details>

<details>
<summary>Greytide Worldwide</summary>

![dreamseeker_quzZ3KnwpX](https://user-images.githubusercontent.com/5195984/210469923-ed774656-f5cc-43bc-8314-f8309a01c474.png)

</details>

<details>
<summary>Lusty Xenomorphs</summary>

![dreamseeker_VDeT3JQkNF](https://user-images.githubusercontent.com/5195984/210469944-a229e0cc-4b2e-4754-a0b4-6b36953dca2e.png)

</details>

<details>
<summary>Space Surfers</summary>

![dreamseeker_Dh91fznQbN](https://user-images.githubusercontent.com/5195984/210469963-9a85b4e3-b69d-4b66-8c96-4e2ff2b3b983.png)

</details>

---

Big shoutout to the nukie round a few weeks ago where the nuke ops
challenged the crew (and clown) to a basketball match on their rebuilt
basketball shuttle. The nukies won, but it made me realize that the
basketball mechanics were very raw and needed some polishing.

#### TODO LIST

- [x] Fix bug where ball only goes over peoples heads if they are 1 tile
away
- [x] Remove leftover code comments and procs
- [x] Rebalance stamina values (maybe move this to different ball types)
- [x] Fix basketball stadium template runtiming from wall smoothing
during load
- [x] Fix space surfer stadium having an air breach somewhere
- [x] Add more sounds for when ball is passed, shot, or dunked
- [x] Make it so that holding a ball while on the floor isn't possible
(to avoid those meta cheese strats)
- [x] Drop basketball lets mobs make sounds when spinning (need to
detach signal?)
- [x] Finish adding a simple lobby menu for minigame

## Why It's Good For The Game
_If you can't slam with the best, then jam with the rest._

## Changelog
🆑
add: Add crafting recipe for basketballs (leather sheets) and basketball
hoops (metal, rods, and durathread)
add: Add new basketball minigame for 2-7 players. There are 4 different
courts and teams by default with more planned to be added later.
add: New basketball mechanics that uses stamina. Shoot with RMB, pass
with LMB, and dunk by clicking the hoop while adjacent. Spinning while
holding the ball decreases the chance for someone to steal the ball, but
it decreases your shooting accuracy. Shooting from 2 tiles away lets you
score 3 points.
qol: Basketballs now play a buzzer sound when someone scores. CtrlClick
will reset the scorecard and AltClick with a wrench will rotate the
hoop.
qol: Dunking and shooting animations for basketball.
soundadd: Added basketball bounce sound with credits attribution
imageadd: Added basketball icon to minigames. Move baseball and
dodgeball icons to toy/balls.dmi
/🆑

* Minigame DLC - Intergalactic Basketball League

* Update CentCom_skyrat_z2.dmm

* raptor

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2023-03-27 02:24:29 +01:00

1593 lines
50 KiB
Plaintext

/* Toys!
* Contains
* Balloons
* Captain's Aid
* Fake singularity
* Toy gun
* Toy swords
* Crayons
* Snap pops
* AI core prizes
* Toy codex gigas
* Skeleton toys
* Toy nuke
* Fake meteor
* Foam armblade
* Toy big red button
* Beach ball
* Toy xeno
* Kitty toys!
* Snowballs
* Clockwork Watches
* Toy Daggers
* Squeaky Brain
* Broken Radio
* Fake heretic codex
* Fake Pierced Reality
* Intento
*/
/obj/item/toy
throwforce = 0
throw_speed = 3
throw_range = 7
force = 0
/*
* Balloons
*/
/obj/item/toy/waterballoon
name = "water balloon"
desc = "A translucent balloon. There's nothing in it."
icon = 'icons/obj/toys/toy.dmi'
icon_state = "waterballoon-e"
inhand_icon_state = "balloon-empty"
/obj/item/toy/waterballoon/Initialize(mapload)
. = ..()
AddElement(/datum/element/update_icon_updates_onmob, ITEM_SLOT_HANDS)
create_reagents(10)
/obj/item/toy/waterballoon/attack(mob/living/carbon/human/M, mob/user)
return
/obj/item/toy/waterballoon/afterattack(atom/A as mob|obj, mob/user, proximity)
. = ..()
if(!proximity)
return
if (istype(A, /obj/structure/reagent_dispensers))
var/obj/structure/reagent_dispensers/RD = A
if(RD.reagents.total_volume <= 0)
to_chat(user, span_warning("[RD] is empty."))
else if(reagents.total_volume >= 10)
to_chat(user, span_warning("[src] is full."))
else
A.reagents.trans_to(src, 10, transfered_by = user)
to_chat(user, span_notice("You fill the balloon with the contents of [A]."))
desc = "A translucent balloon with some form of liquid sloshing around in it."
update_appearance()
/obj/item/toy/waterballoon/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/reagent_containers/cup))
if(I.reagents)
if(I.reagents.total_volume <= 0)
to_chat(user, span_warning("[I] is empty."))
else if(reagents.total_volume >= 10)
to_chat(user, span_warning("[src] is full."))
else
desc = "A translucent balloon with some form of liquid sloshing around in it."
to_chat(user, span_notice("You fill the balloon with the contents of [I]."))
I.reagents.trans_to(src, 10, transfered_by = user)
update_appearance()
else if(I.get_sharpness())
balloon_burst()
else
return ..()
/obj/item/toy/waterballoon/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(!..()) //was it caught by a mob?
balloon_burst(hit_atom)
/obj/item/toy/waterballoon/proc/balloon_burst(atom/AT)
if(reagents.total_volume >= 1)
var/turf/T
if(AT)
T = get_turf(AT)
else
T = get_turf(src)
T.visible_message(span_danger("[src] bursts!"),span_hear("You hear a pop and a splash."))
reagents.expose(T)
for(var/atom/A in T)
reagents.expose(A)
icon_state = "burst"
qdel(src)
/obj/item/toy/waterballoon/update_icon_state()
if(reagents.total_volume >= 1)
icon_state = "waterballoon"
inhand_icon_state = "balloon"
else
icon_state = "waterballoon-e"
inhand_icon_state = "balloon-empty"
return ..()
#define BALLOON_COLORS list("red", "blue", "green", "yellow")
/obj/item/toy/balloon
name = "balloon"
desc = "No birthday is complete without it."
icon = 'icons/obj/toys/balloons.dmi'
icon_state = "balloon"
inhand_icon_state = "balloon"
lefthand_file = 'icons/mob/inhands/items/balloons_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/balloons_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
throwforce = 0
throw_speed = 3
throw_range = 7
force = 0
var/random_color = TRUE
/obj/item/toy/balloon/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/ammo_casing/caseless/foam_dart) && ismonkey(user))
pop_balloon(monkey_pop = TRUE)
else
return ..()
/obj/item/toy/balloon/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if(ismonkey(throwingdatum.thrower) && istype(AM, /obj/item/ammo_casing/caseless/foam_dart))
pop_balloon(monkey_pop = TRUE)
else
return ..()
/obj/item/toy/balloon/bullet_act(obj/projectile/P)
if((istype(P,/obj/projectile/bullet/p50) || istype(P,/obj/projectile/bullet/reusable/foam_dart)) && ismonkey(P.firer))
pop_balloon(monkey_pop = TRUE)
else
return ..()
/obj/item/toy/balloon/proc/pop_balloon(monkey_pop = FALSE)
playsound(src, 'sound/effects/cartoon_pop.ogg', 50, vary = TRUE)
if(monkey_pop) // Monkeys make money from popping bloons
new /obj/item/coin/iron(get_turf(src))
qdel(src)
/obj/item/toy/balloon/Initialize(mapload)
. = ..()
if(random_color)
var/chosen_balloon_color = pick(BALLOON_COLORS)
name = "[chosen_balloon_color] [name]"
icon_state = "[icon_state]_[chosen_balloon_color]"
inhand_icon_state = icon_state
/obj/item/toy/balloon/corgi
name = "corgi balloon"
desc = "A balloon with a corgi face on it. For the all year good boys."
icon_state = "corgi"
inhand_icon_state = "corgi"
random_color = FALSE
/obj/item/toy/balloon/syndicate
name = "syndicate balloon"
desc = "There is a tag on the back that reads \"FUK NT!11!\"."
icon_state = "syndballoon"
inhand_icon_state = "syndballoon"
random_color = FALSE
/obj/item/toy/balloon/syndicate/pickup(mob/living/user)
. = ..()
if(user && user.mind && user.mind.has_antag_datum(/datum/antagonist, TRUE))
user.add_mood_event("badass_antag", /datum/mood_event/badass_antag)
/obj/item/toy/balloon/syndicate/dropped(mob/living/user)
if(user)
user.clear_mood_event("badass_antag")
. = ..()
/obj/item/toy/balloon/syndicate/Destroy()
if(ismob(loc))
var/mob/living/M = loc
M.clear_mood_event("badass_antag")
. = ..()
/obj/item/toy/balloon/arrest
name = "arreyst balloon"
desc = "A half inflated balloon about a boyband named Arreyst that was popular about ten years ago, famous for making fun of red jumpsuits as unfashionable."
icon_state = "arrestballoon"
inhand_icon_state = "arrestballoon"
random_color = FALSE
#undef BALLOON_COLORS
/*
* Captain's Aid
*/
#define CAPTAINSAID_MODE_OFF 1
/obj/item/toy/captainsaid
name = "\improper Captain's Aid"
desc = "Every captain's greatest ally when exploring the vast emptiness of space, now with a color display!"
icon = 'icons/obj/toys/toy.dmi'
icon_state = "captainsaid_off"
custom_price = PAYCHECK_COMMAND * 1.25
/// List of modes it can cycle through
var/list/modes = list(
"off",
"port",
"starboard",
"fore",
"aft",
)
/// Current mode of the item, changed when cycling through modes
var/current_mode = CAPTAINSAID_MODE_OFF
/obj/item/toy/captainsaid/examine_more(mob/user)
. = ..()
. += span_notice("You could swear you've been hearing advertisments for the 'soon upcoming' release of a tablet version for the better part of 3 years...")
/obj/item/toy/captainsaid/attack_self(mob/living/user)
current_mode++
playsound(src, 'sound/items/screwdriver2.ogg', 50, vary = TRUE)
if (current_mode <= modes.len)
balloon_alert(user, "set to [current_mode]")
else
balloon_alert(user, "turned off")
current_mode = CAPTAINSAID_MODE_OFF
icon_state = "captainsaid_[modes[current_mode]]"
update_appearance(UPDATE_ICON)
#undef CAPTAINSAID_MODE_OFF
/obj/item/toy/captainsaid/collector
name = "\improper Collector's Edition Captain's Aid"
desc = "A copy of the first run of Captain's Aid ever released. Functionally the same as the later batches, just more expensive. For the truly aristocratic."
/*
* Fake singularity
*/
/obj/item/toy/spinningtoy
name = "gravitational singularity"
desc = "\"Singulo\" brand spinning toy."
icon = 'icons/obj/engine/singularity.dmi'
icon_state = "singularity_s1"
item_flags = NO_PIXEL_RANDOM_DROP
/obj/item/toy/spinningtoy/suicide_act(mob/living/carbon/human/user)
var/obj/item/bodypart/head/myhead = user.get_bodypart(BODY_ZONE_HEAD)
if(!myhead)
user.visible_message(span_suicide("[user] tries consuming [src]... but [user.p_they()] [user.p_have()] no mouth!")) // and i must scream
return SHAME
user.visible_message(span_suicide("[user] consumes [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
playsound(user, 'sound/items/eatfood.ogg', 50, TRUE)
user.adjust_nutrition(50) // mmmm delicious
addtimer(CALLBACK(src, PROC_REF(manual_suicide), user), (3SECONDS))
return MANUAL_SUICIDE
/**
* Internal function used in the toy singularity suicide
*
* Cavity implants the toy singularity into the body of the user (arg1), and kills the user.
* Makes the user vomit and receive 120 suffocation damage if there already is a cavity implant in the user.
* Throwing the singularity away will cause the user to start choking themself to death.
* Arguments:
* * user - Whoever is doing the suiciding
*/
/obj/item/toy/spinningtoy/proc/manual_suicide(mob/living/carbon/human/user)
if(!user)
return
if(!user.is_holding(src)) // Half digestion? Start choking to death
user.visible_message(span_suicide("[user] panics and starts choking [user.p_them()]self to death!"))
user.adjustOxyLoss(200)
user.death(FALSE) // unfortunately you have to handle the suiciding yourself with a manual suicide
user.ghostize(FALSE) // get the fuck out of our body
return
var/obj/item/bodypart/chest/CH = user.get_bodypart(BODY_ZONE_CHEST)
if(CH.cavity_item) // if he's (un)bright enough to have a round and full belly...
user.visible_message(span_danger("[user] regurgitates [src]!")) // I swear i dont have a fetish
user.vomit(100, TRUE, distance = 0)
user.adjustOxyLoss(120)
user.dropItemToGround(src) // incase the crit state doesn't drop the singulo to the floor
user.set_suicide(FALSE)
return
user.transferItemToLoc(src, user, TRUE)
CH.cavity_item = src // The mother came inside and found Andy, dead with a HUGE belly full of toys
user.adjustOxyLoss(200) // You know how most small toys in the EU have that 3+ onion head icon and a warning that says "Unsuitable for children under 3 years of age due to small parts - choking hazard"? This is why.
user.death(FALSE)
user.ghostize(FALSE)
/*
* Toy gun: Why isn't this an /obj/item/gun?
*/
/obj/item/toy/gun
name = "cap gun"
desc = "Looks almost like the real thing! Ages 8 and up. Please recycle in an autolathe when you're out of caps."
icon = 'icons/obj/weapons/guns/ballistic.dmi'
icon_state = "revolver"
inhand_icon_state = "gun"
worn_icon_state = "gun"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=10, /datum/material/glass=10)
attack_verb_continuous = list("strikes", "pistol whips", "hits", "bashes")
attack_verb_simple = list("strike", "pistol whip", "hit", "bash")
var/bullets = 7
/obj/item/toy/gun/examine(mob/user)
. = ..()
. += "There [bullets == 1 ? "is" : "are"] [bullets] cap\s left."
/obj/item/toy/gun/attackby(obj/item/toy/ammo/gun/A, mob/user, params)
if(istype(A, /obj/item/toy/ammo/gun))
if (src.bullets >= 7)
to_chat(user, span_warning("It's already fully loaded!"))
return 1
if (A.amount_left <= 0)
to_chat(user, span_warning("There are no more caps!"))
return 1
if (A.amount_left < (7 - src.bullets))
src.bullets += A.amount_left
to_chat(user, span_notice("You reload [A.amount_left] cap\s."))
A.amount_left = 0
else
to_chat(user, span_notice("You reload [7 - src.bullets] cap\s."))
A.amount_left -= 7 - src.bullets
src.bullets = 7
A.update_appearance()
return 1
else
return ..()
/obj/item/toy/gun/afterattack(atom/target as mob|obj|turf|area, mob/user, flag)
. = ..()
if (flag)
return
if (!ISADVANCEDTOOLUSER(user))
to_chat(user, span_warning("You don't have the dexterity to do this!"))
return
src.add_fingerprint(user)
if (src.bullets < 1)
user.show_message(span_warning("*click*"), MSG_AUDIBLE)
playsound(src, 'sound/weapons/gun/revolver/dry_fire.ogg', 30, TRUE)
return
playsound(user, 'sound/weapons/gun/revolver/shot.ogg', 100, TRUE)
src.bullets--
user.visible_message(span_danger("[user] fires [src] at [target]!"), \
span_danger("You fire [src] at [target]!"), \
span_hear("You hear a gunshot!"))
/obj/item/toy/ammo/gun
name = "capgun ammo"
desc = "Make sure to recyle the box in an autolathe when it gets empty."
icon = 'icons/obj/weapons/guns/ammo.dmi'
icon_state = "357OLD-7"
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron=10, /datum/material/glass=10)
var/amount_left = 7
/obj/item/toy/ammo/gun/update_icon_state()
icon_state = "357OLD-[amount_left]"
return ..()
/obj/item/toy/ammo/gun/examine(mob/user)
. = ..()
. += "There [amount_left == 1 ? "is" : "are"] [amount_left] cap\s left."
/*
* Toy swords
*/
/obj/item/toy/sword
name = "toy sword"
desc = "A cheap, plastic replica of an energy sword. Realistic sounds! Ages 8 and up."
icon_state = "e_sword"
inhand_icon_state = "e_sword"
icon = 'icons/obj/weapons/transforming_energy.dmi'
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
attack_verb_continuous = list("attacks", "strikes", "hits")
attack_verb_simple = list("attack", "strike", "hit")
/// Whether our sword has been multitooled to rainbow
var/hacked = FALSE
/// The color of our fake energy sword
var/saber_color = "blue"
/obj/item/toy/sword/Initialize(mapload)
. = ..()
AddComponent(/datum/component/transforming, \
throw_speed_on = throw_speed, \
hitsound_on = hitsound, \
clumsy_check = FALSE, \
inhand_icon_change = FALSE, \
)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
AddElement(/datum/element/update_icon_updates_onmob)
var/static/list/tool_behaviors = list(
TOOL_SCREWDRIVER = list(
SCREENTIP_CONTEXT_LMB = "Change blade color"
),
)
AddElement(/datum/element/contextual_screentip_tools, tool_behaviors)
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Updates our icon to have the correct color, and give some feedback.
*/
/obj/item/toy/sword/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
balloon_alert(user, "[active ? "flicked out":"pushed in"] [src]")
playsound(user ? user : src, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 20, TRUE)
update_appearance(UPDATE_ICON)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/toy/sword/examine(mob/user)
. = ..()
. += span_notice("It has a lighting dial currently set to [saber_color] which looks like it can be turned with a <b>screwdriver</b>.")
/obj/item/toy/sword/screwdriver_act(mob/living/user, obj/item/tool)
switch(saber_color)
if("red")
saber_color = "blue"
if("blue")
saber_color = "green"
if("green")
saber_color = "purple"
if("purple")
saber_color = "red"
else
return TOOL_ACT_TOOLTYPE_SUCCESS
balloon_alert(user, "changed to [saber_color]")
update_appearance(UPDATE_ICON)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/item/toy/sword/vv_edit_var(vname, vval)
. = ..()
if(vname == NAMEOF(src, saber_color))
update_appearance(UPDATE_ICON)
/obj/item/toy/sword/update_icon_state()
. = ..()
var/datum/component/transforming/transforming_comp = GetComponent(/datum/component/transforming)
var/active = transforming_comp?.active
var/last_part = active ? "_on[saber_color ? "_[saber_color]" : null]" : null
icon_state = "[initial(icon_state)][last_part]"
inhand_icon_state = "[initial(inhand_icon_state)][last_part]"
/obj/item/toy/sword/multitool_act(mob/living/user, obj/item/tool)
if(hacked)
to_chat(user, span_warning("It's already fabulous!"))
return
hacked = TRUE
saber_color = "rainbow"
to_chat(user, span_warning("RNBW_ENGAGE"))
update_appearance(UPDATE_ICON)
// Copied from /obj/item/melee/energy/sword/attackby
/obj/item/toy/sword/attackby(obj/item/weapon, mob/living/user, params)
if(istype(weapon, /obj/item/toy/sword))
var/obj/item/toy/sword/attatched_sword = weapon
if(HAS_TRAIT(weapon, TRAIT_NODROP))
to_chat(user, span_warning("[weapon] is stuck to your hand, you can't attach it to [src]!"))
return
else if(HAS_TRAIT(src, TRAIT_NODROP))
to_chat(user, span_warning("[src] is stuck to your hand, you can't attach it to [weapon]!"))
return
else
to_chat(user, span_notice("You attach the ends of the two plastic swords, making a single double-bladed toy! You're fake-cool."))
var/obj/item/dualsaber/toy/new_saber = new /obj/item/dualsaber/toy(user.loc)
if(attatched_sword.hacked || hacked)
new_saber.hacked = TRUE
new_saber.saber_color = "rainbow"
qdel(weapon)
qdel(src)
user.put_in_hands(new_saber)
else
return ..()
/*
* Foam armblade
*/
/obj/item/toy/foamblade
name = "foam armblade"
desc = "It says \"Sternside Changs #1 fan\" on it."
icon = 'icons/obj/toys/toy.dmi'
icon_state = "foamblade"
inhand_icon_state = "arm_blade"
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
attack_verb_continuous = list("pricks", "absorbs", "gores")
attack_verb_simple = list("prick", "absorb", "gore")
w_class = WEIGHT_CLASS_SMALL
resistance_flags = FLAMMABLE
/obj/item/toy/windup_toolbox
name = "windup toolbox"
desc = "A replica toolbox that rumbles when you turn the key."
icon = 'icons/obj/storage/toolbox.dmi'
icon_state = "green"
inhand_icon_state = "artistic_toolbox"
lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
hitsound = 'sound/weapons/smash.ogg'
drop_sound = 'sound/items/handling/toolbox_drop.ogg'
pickup_sound = 'sound/items/handling/toolbox_pickup.ogg'
attack_verb_continuous = list("robusts")
attack_verb_simple = list("robust")
var/active = FALSE
/obj/item/toy/windup_toolbox/Initialize(mapload)
. = ..()
update_appearance()
/obj/item/toy/windup_toolbox/update_overlays()
. = ..()
if(active)
. += "single_latch_open"
else
. += "single_latch"
/obj/item/toy/windup_toolbox/attack_self(mob/user)
if(!active)
to_chat(user, span_notice("You wind up [src], it begins to rumble."))
active = TRUE
update_appearance()
playsound(src, 'sound/effects/pope_entry.ogg', 100)
Rumble()
addtimer(CALLBACK(src, PROC_REF(stopRumble)), 600)
else
to_chat(user, span_warning("[src] is already active!"))
/obj/item/toy/windup_toolbox/proc/Rumble()
var/static/list/transforms
if(!transforms)
var/matrix/M1 = matrix()
var/matrix/M2 = matrix()
var/matrix/M3 = matrix()
var/matrix/M4 = matrix()
M1.Translate(-1, 0)
M2.Translate(0, 1)
M3.Translate(1, 0)
M4.Translate(0, -1)
transforms = list(M1, M2, M3, M4)
animate(src, transform=transforms[1], time=0.2, loop=-1)
animate(transform=transforms[2], time=0.1)
animate(transform=transforms[3], time=0.2)
animate(transform=transforms[4], time=0.3)
/obj/item/toy/windup_toolbox/proc/stopRumble()
active = FALSE
update_appearance()
visible_message(span_warning("[src] slowly stops rattling and falls still, its latch snapping shut.")) //subtle difference
playsound(loc, 'sound/weapons/batonextend.ogg', 100, TRUE)
animate(src, transform = matrix())
/*
* Subtype of Double-Bladed Energy Swords
*/
/obj/item/dualsaber/toy
name = "double-bladed toy sword"
desc = "A cheap, plastic replica of TWO energy swords. Double the fun!"
force = 0
throwforce = 0
throw_speed = 3
throw_range = 5
two_hand_force = 0
attack_verb_continuous = list("attacks", "strikes", "hits")
attack_verb_simple = list("attack", "strike", "hit")
/obj/item/dualsaber/toy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
return 0
/obj/item/dualsaber/toy/IsReflect() //Stops Toy Dualsabers from reflecting energy projectiles
return 0
/obj/item/dualsaber/toy/impale(mob/living/user)//Stops Toy Dualsabers from injuring clowns
to_chat(user, span_warning("You twirl around a bit before losing your balance and impaling yourself on [src]."))
user.adjustStaminaLoss(25)
/obj/item/toy/katana
name = "replica katana"
desc = "Woefully underpowered in D20."
icon = 'icons/obj/weapons/items_and_weapons.dmi'
icon_state = "katana"
inhand_icon_state = "katana"
worn_icon_state = "katana"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
force = 5
throwforce = 5
w_class = WEIGHT_CLASS_NORMAL
attack_verb_continuous = list("attacks", "slashes", "stabs", "slices")
attack_verb_simple = list("attack", "slash", "stab", "slice")
hitsound = 'sound/weapons/bladeslice.ogg'
/*
* Snap pops
*/
/obj/item/toy/snappop
name = "snap pop"
desc = "Wow!"
icon = 'icons/obj/toys/toy.dmi'
icon_state = "snappop"
w_class = WEIGHT_CLASS_TINY
var/ash_type = /obj/effect/decal/cleanable/ash
/obj/item/toy/snappop/proc/pop_burst(n=3, c=1)
var/datum/effect_system/spark_spread/s = new()
s.set_up(n, c, src)
s.start()
new ash_type(loc)
visible_message(span_warning("[src] explodes!"),
span_hear("You hear a snap!"))
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
qdel(src)
/obj/item/toy/snappop/fire_act(exposed_temperature, exposed_volume)
pop_burst()
/obj/item/toy/snappop/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(!..())
pop_burst()
/obj/item/toy/snappop/Initialize(mapload)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/item/toy/snappop/proc/on_entered(datum/source, H as mob|obj)
SIGNAL_HANDLER
if(ishuman(H) || issilicon(H)) //i guess carp and shit shouldn't set them off
var/mob/living/carbon/M = H
if(issilicon(H) || M.m_intent == MOVE_INTENT_RUN)
to_chat(M, span_danger("You step on the snap pop!"))
pop_burst(2, 0)
/obj/item/toy/snappop/phoenix
name = "phoenix snap pop"
desc = "Wow! And wow! And wow!"
ash_type = /obj/effect/decal/cleanable/ash/snappop_phoenix
/obj/effect/decal/cleanable/ash/snappop_phoenix
var/respawn_time = 300
/obj/effect/decal/cleanable/ash/snappop_phoenix/Initialize(mapload)
. = ..()
addtimer(CALLBACK(src, PROC_REF(respawn)), respawn_time)
/obj/effect/decal/cleanable/ash/snappop_phoenix/proc/respawn()
new /obj/item/toy/snappop/phoenix(get_turf(src))
qdel(src)
/obj/item/toy/talking
name = "talking action figure"
desc = "A generic action figure modeled after nothing in particular."
icon = 'icons/obj/toys/toy.dmi'
icon_state = "owlprize"
w_class = WEIGHT_CLASS_SMALL
var/cooldown = FALSE
var/messages = list("I'm super generic!", "Mathematics class is of variable difficulty!")
var/span = "danger"
var/recharge_time = 30
var/chattering = FALSE
var/phomeme
// Talking toys are language universal, and thus all species can use them
/obj/item/toy/talking/attack_alien(mob/user, list/modifiers)
return attack_hand(user, modifiers)
/obj/item/toy/talking/attack_self(mob/user)
if(!cooldown)
activation_message(user)
playsound(loc, 'sound/machines/click.ogg', 20, TRUE)
INVOKE_ASYNC(src, PROC_REF(do_toy_talk), user)
cooldown = TRUE
addtimer(VARSET_CALLBACK(src, cooldown, FALSE), recharge_time)
return
..()
/obj/item/toy/talking/proc/activation_message(mob/user)
user.visible_message(
span_notice("[user] pulls the string on \the [src]."),
span_notice("You pull the string on \the [src]."),
span_notice("You hear a string being pulled."))
/obj/item/toy/talking/proc/generate_messages()
return list(pick(messages))
/obj/item/toy/talking/proc/do_toy_talk(mob/user)
for(var/message in generate_messages())
toy_talk(user, message)
sleep(1 SECONDS)
/obj/item/toy/talking/proc/toy_talk(mob/user, message)
say(message, spans = list(span))
if(chattering)
chatter(message, phomeme, user)
/*
* AI core prizes
*/
/obj/item/toy/talking/ai
name = "toy AI"
desc = "A little toy model AI core with real law announcing action!"
icon_state = "AI"
w_class = WEIGHT_CLASS_SMALL
/obj/item/toy/talking/ai/generate_messages()
return list(generate_ion_law())
/obj/item/toy/talking/codex_gigas
name = "Toy Codex Gigas"
desc = "A tool to help you write fictional devils!"
icon = 'icons/obj/library.dmi'
icon_state = "demonomicon"
lefthand_file = 'icons/mob/inhands/items/books_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/books_righthand.dmi'
messages = list("You must challenge the devil to a dance-off!", "The devils true name is Ian", "The devil hates salt!", "Would you like infinite power?", "Would you like infinite wisdom?", " Would you like infinite healing?")
w_class = WEIGHT_CLASS_SMALL
recharge_time = 60
/obj/item/toy/talking/codex_gigas/activation_message(mob/user)
user.visible_message(
span_notice("[user] presses the button on \the [src]."),
span_notice("You press the button on \the [src]."),
span_notice("You hear a soft click."))
/obj/item/toy/talking/owl
name = "owl action figure"
desc = "An action figure modeled after 'The Owl', defender of justice."
icon_state = "owlprize"
messages = list("You won't get away this time, Griffin!", "Stop right there, criminal!", "Hoot! Hoot!", "I am the night!")
chattering = TRUE
phomeme = "owl"
w_class = WEIGHT_CLASS_SMALL
/obj/item/toy/talking/griffin
name = "griffin action figure"
desc = "An action figure modeled after 'The Griffin', criminal mastermind."
icon_state = "griffinprize"
messages = list("You can't stop me, Owl!", "My plan is flawless! The vault is mine!", "Caaaawwww!", "You will never catch me!")
chattering = TRUE
phomeme = "griffin"
w_class = WEIGHT_CLASS_SMALL
/*
* Fake nuke
*/
/obj/item/toy/nuke
name = "\improper Nuclear Fission Explosive toy"
desc = "A plastic model of a Nuclear Fission Explosive."
icon = 'icons/obj/toys/toy.dmi'
icon_state = "nuketoyidle"
w_class = WEIGHT_CLASS_SMALL
var/cooldown = 0
/obj/item/toy/nuke/attack_self(mob/user)
if (obj_flags & EMAGGED && cooldown < world.time)
cooldown = world.time + 600
user.visible_message(span_hear("You hear the click of a button."), span_notice("You activate [src], it plays a loud noise!"))
sleep(0.5 SECONDS)
playsound(src, 'sound/machines/alarm.ogg', 20, FALSE)
sleep(14 SECONDS)
user.visible_message(span_alert("[src] violently explodes!"))
explosion(src, light_impact_range = 1)
qdel(src)
else if (cooldown < world.time)
cooldown = world.time + 600 //1 minute
user.visible_message(span_warning("[user] presses a button on [src]."), span_notice("You activate [src], it plays a loud noise!"), span_hear("You hear the click of a button."))
sleep(0.5 SECONDS)
icon_state = "nuketoy"
playsound(src, 'sound/machines/alarm.ogg', 20, FALSE)
sleep(13.5 SECONDS)
icon_state = "nuketoycool"
sleep(cooldown - world.time)
icon_state = "nuketoyidle"
else
var/timeleft = (cooldown - world.time)
to_chat(user, span_alert("Nothing happens, and '</span>[round(timeleft/10)]<span class='alert'>' appears on the small display."))
sleep(0.5 SECONDS)
/obj/item/toy/nuke/emag_act(mob/user)
if (obj_flags & EMAGGED)
return
to_chat(user, span_warning("You short-circuit \the [src]."))
obj_flags |= EMAGGED
/*
* Fake meteor
*/
/obj/item/toy/minimeteor
name = "\improper Mini-Meteor"
desc = "Relive the excitement of a meteor shower! SweetMeat-eor Co. is not responsible for any injuries, headaches or hearing loss caused by Mini-Meteor."
icon = 'icons/obj/toys/toy.dmi'
icon_state = "minimeteor"
inhand_icon_state = "minimeteor"
w_class = WEIGHT_CLASS_SMALL
/obj/item/toy/minimeteor/emag_act(mob/user)
if (obj_flags & EMAGGED)
return
to_chat(user, span_warning("You short-circuit whatever electronics exist inside \the [src], if there even are any."))
obj_flags |= EMAGGED
/obj/item/toy/minimeteor/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if (obj_flags & EMAGGED)
playsound(src, 'sound/effects/meteorimpact.ogg', 40, TRUE)
explosion(src, devastation_range = -1, heavy_impact_range = -1, light_impact_range = 1)
for(var/mob/M in urange(10, src))
if(!M.stat && !isAI(M))
shake_camera(M, 3, 1)
else
playsound(src, 'sound/effects/meteorimpact.ogg', 40, TRUE)
for(var/mob/M in urange(10, src))
if(!M.stat && !isAI(M))
shake_camera(M, 3, 1)
/*
* Toy big red button
*/
/obj/item/toy/redbutton
name = "big red button"
desc = "A big, plastic red button. Reads 'From HonkCo Pranks!' on the back."
icon = 'icons/obj/assemblies/assemblies.dmi'
icon_state = "bigred"
w_class = WEIGHT_CLASS_SMALL
var/cooldown = 0
/obj/item/toy/redbutton/attack_self(mob/user)
if (cooldown < world.time)
cooldown = (world.time + 300) // Sets cooldown at 30 seconds
user.visible_message(span_warning("[user] presses the big red button."), span_notice("You press the button, it plays a loud noise!"), span_hear("The button clicks loudly."))
playsound(src, 'sound/effects/explosionfar.ogg', 50, FALSE)
for(var/mob/M in urange(10, src)) // Checks range
if(!M.stat && !isAI(M)) // Checks to make sure whoever's getting shaken is alive/not the AI
// Short delay to match up with the explosion sound
// Shakes player camera 2 squares for 1 second.
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(shake_camera), M, 2, 1), 0.8 SECONDS)
else
to_chat(user, span_alert("Nothing happens."))
/*
* Snowballs
*/
/obj/item/toy/snowball
name = "snowball"
desc = "A compact ball of snow. Good for throwing at people."
icon = 'icons/obj/toys/toy.dmi'
icon_state = "snowball"
throwforce = 20 //the same damage as a disabler shot
damtype = STAMINA //maybe someday we can add stuffing rocks (or perhaps ore?) into snowballs to make them deal brute damage
/obj/item/toy/snowball/afterattack(atom/target as mob|obj|turf|area, mob/user)
. = ..()
. |= AFTERATTACK_PROCESSED_ITEM
if(user.dropItemToGround(src))
throw_at(target, throw_range, throw_speed)
/obj/item/toy/snowball/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(!..())
playsound(src, 'sound/effects/pop.ogg', 20, TRUE)
qdel(src)
/*
* Beach ball
*/
/obj/item/toy/beach_ball
name = "beach ball"
icon = 'icons/misc/beach.dmi'
icon_state = "ball"
inhand_icon_state = "beachball"
w_class = WEIGHT_CLASS_BULKY //Stops people from hiding it in their bags/pockets
item_flags = NO_PIXEL_RANDOM_DROP
/obj/item/toy/beach_ball/branded
name = "\improper Nanotrasen-brand beach ball"
desc = "The simple beach ball is one of Nanotrasen's most popular products. 'Why do we make beach balls? Because we can! (TM)' - Nanotrasen"
/obj/item/toy/beach_ball/baseball
name = "baseball"
desc = "Enter the world of concussions and become who you were destined to be."
icon = 'icons/obj/toys/balls.dmi'
icon_state = "baseball"
inhand_icon_state = "baseball"
throw_range = 9
throw_speed = 0.5
/*
* Clockwork Watch
*/
/obj/item/toy/clockwork_watch
name = "steampunk watch"
desc = "A stylish steampunk watch made out of thousands of tiny cogwheels."
icon = 'icons/obj/toys/toy.dmi'
icon_state = "dread_ipad"
worn_icon_state = "dread_ipad"
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
var/cooldown = 0
/obj/item/toy/clockwork_watch/attack_self(mob/user)
if (cooldown < world.time)
cooldown = world.time + 1800 //3 minutes
user.visible_message(span_warning("[user] rotates a cogwheel on [src]."), span_notice("You rotate a cogwheel on [src], it plays a loud noise!"), span_hear("You hear cogwheels turning."))
playsound(src, 'sound/magic/clockwork/ark_activation.ogg', 50, FALSE)
else
to_chat(user, span_alert("The cogwheels are already turning!"))
/obj/item/toy/clockwork_watch/examine(mob/user)
. = ..()
. += span_info("Station Time: [station_time_timestamp()]")
/*
* Toy Dagger
*/
/obj/item/toy/toy_dagger
name = "toy dagger"
desc = "A cheap plastic replica of a dagger. Produced by THE ARM Toys, Inc."
icon = 'icons/obj/cult/items_and_weapons.dmi'
icon_state = "render"
inhand_icon_state = "cultdagger"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
/*
* Xenomorph action figure
*/
/obj/item/toy/toy_xeno
icon = 'icons/obj/toys/toy.dmi'
icon_state = "toy_xeno"
name = "xenomorph action figure"
desc = "MEGA presents the new Xenos Isolated action figure! Comes complete with realistic sounds! Pull back string to use."
w_class = WEIGHT_CLASS_SMALL
item_flags = XENOMORPH_HOLDABLE
var/cooldown = 0
/obj/item/toy/toy_xeno/attack_self(mob/user)
if(cooldown <= world.time)
cooldown = (world.time + 50) //5 second cooldown
user.visible_message(span_notice("[user] pulls back the string on [src]."))
icon_state = "[initial(icon_state)]_used"
sleep(0.5 SECONDS)
audible_message(span_danger("[icon2html(src, viewers(src))] Hiss!"))
var/list/possible_sounds = list('sound/voice/hiss1.ogg', 'sound/voice/hiss2.ogg', 'sound/voice/hiss3.ogg', 'sound/voice/hiss4.ogg')
var/chosen_sound = pick(possible_sounds)
playsound(get_turf(src), chosen_sound, 50, TRUE)
addtimer(VARSET_CALLBACK(src, icon_state, "[initial(icon_state)]"), 4.5 SECONDS)
else
to_chat(user, span_warning("The string on [src] hasn't rewound all the way!"))
return
// TOY MOUSEYS :3 :3 :3
/obj/item/toy/cattoy
name = "toy mouse"
desc = "A colorful toy mouse!"
icon = 'icons/obj/toys/toy.dmi'
icon_state = "toy_mouse"
w_class = WEIGHT_CLASS_SMALL
var/cooldown = 0
resistance_flags = FLAMMABLE
/*
* Action Figures
*/
/obj/item/toy/figure
name = "\improper Non-Specific Action Figure action figure"
icon = 'icons/obj/toys/toy.dmi'
icon_state = "nuketoy"
var/cooldown = 0
var/toysay = "What the fuck did you do?"
var/toysound = 'sound/machines/click.ogg'
w_class = WEIGHT_CLASS_SMALL
/obj/item/toy/figure/Initialize(mapload)
. = ..()
desc = "A \"Space Life\" brand [src]."
/obj/item/toy/figure/attack_self(mob/user as mob)
if(cooldown <= world.time)
cooldown = world.time + 50
to_chat(user, span_notice("[src] says \"[toysay]\""))
playsound(user, toysound, 20, TRUE)
/obj/item/toy/figure/cmo
name = "\improper Chief Medical Officer action figure"
icon_state = "cmo"
toysay = "Suit sensors!"
/obj/item/toy/figure/assistant
name = "\improper Assistant action figure"
icon_state = "assistant"
inhand_icon_state = "assistant"
toysay = "Greytide world wide!"
/obj/item/toy/figure/atmos
name = "\improper Atmospheric Technician action figure"
icon_state = "atmos"
toysay = "Glory to Atmosia!"
/obj/item/toy/figure/bartender
name = "\improper Bartender action figure"
icon_state = "bartender"
toysay = "Where is Pun Pun?"
/obj/item/toy/figure/borg
name = "\improper Cyborg action figure"
icon_state = "borg"
toysay = "I. LIVE. AGAIN."
toysound = 'sound/voice/liveagain.ogg'
/obj/item/toy/figure/botanist
name = "\improper Botanist action figure"
icon_state = "botanist"
toysay = "Blaze it!"
/obj/item/toy/figure/captain
name = "\improper Captain action figure"
icon_state = "captain"
toysay = "Any heads of staff?"
/obj/item/toy/figure/cargotech
name = "\improper Cargo Technician action figure"
icon_state = "cargotech"
toysay = "For Cargonia!"
/obj/item/toy/figure/ce
name = "\improper Chief Engineer action figure"
icon_state = "ce"
toysay = "Wire the solars!"
/obj/item/toy/figure/chaplain
name = "\improper Chaplain action figure"
icon_state = "chaplain"
toysay = "Praise Space Jesus!"
/obj/item/toy/figure/chef
name = "\improper Cook action figure"
icon_state = "chef"
toysay = "I'll make you into a burger!"
/obj/item/toy/figure/chemist
name = "\improper Chemist action figure"
icon_state = "chemist"
toysay = "Get your pills!"
/obj/item/toy/figure/clown
name = "\improper Clown action figure"
icon_state = "clown"
toysay = "Honk!"
toysound = 'sound/items/bikehorn.ogg'
/obj/item/toy/figure/ian
name = "\improper Ian action figure"
icon_state = "ian"
toysay = "Arf!"
/obj/item/toy/figure/detective
name = "\improper Detective action figure"
icon_state = "detective"
toysay = "This airlock has grey jumpsuit and insulated glove fibers on it."
/obj/item/toy/figure/dsquad
name = "\improper Deathsquad Officer action figure"
icon_state = "dsquad"
toysay = "Kill 'em all!"
/obj/item/toy/figure/engineer
name = "\improper Station Engineer action figure"
icon_state = "engineer"
toysay = "Oh god, the singularity is loose!"
/obj/item/toy/figure/geneticist
name = "\improper Geneticist action figure"
icon_state = "geneticist"
toysay = "Smash!"
/obj/item/toy/figure/hop
name = "\improper Head of Personnel action figure"
icon_state = "hop"
toysay = "Giving out all access!"
/obj/item/toy/figure/hos
name = "\improper Head of Security action figure"
icon_state = "hos"
toysay = "Go ahead, make my day."
/obj/item/toy/figure/qm
name = "\improper Quartermaster action figure"
icon_state = "qm"
toysay = "Please sign this form in triplicate and we will see about geting you a welding mask within 3 business days."
/obj/item/toy/figure/janitor
name = "\improper Janitor action figure"
icon_state = "janitor"
toysay = "Look at the signs, you idiot."
/obj/item/toy/figure/lawyer
name = "\improper Lawyer action figure"
icon_state = "lawyer"
toysay = "My client is a dirty traitor!"
/obj/item/toy/figure/curator
name = "\improper Curator action figure"
icon_state = "curator"
toysay = "One day while..."
/obj/item/toy/figure/md
name = "\improper Medical Doctor action figure"
icon_state = "md"
toysay = "The patient is already dead!"
/obj/item/toy/figure/paramedic
name = "\improper Paramedic action figure"
icon_state = "paramedic"
toysay = "And the best part? I'm not even a real doctor!"
/obj/item/toy/figure/psychologist
name = "\improper Psychologist action figure"
icon_state = "psychologist"
toysay = "Alright, just take these happy pills!"
/obj/item/toy/figure/prisoner
name = "\improper Prisoner action figure"
icon_state = "prisoner"
toysay = "I did not hit her! I did not!"
/obj/item/toy/figure/mime
name = "\improper Mime action figure"
icon_state = "mime"
toysay = "..."
toysound = null
/obj/item/toy/figure/miner
name = "\improper Shaft Miner action figure"
icon_state = "miner"
toysay = "COLOSSUS RIGHT OUTSIDE THE BASE!"
/obj/item/toy/figure/ninja
name = "\improper Space Ninja action figure"
icon_state = "ninja"
toysay = "I am the shadow warrior!"
/obj/item/toy/figure/wizard
name = "\improper Wizard action figure"
icon_state = "wizard"
toysay = "EI NATH!"
toysound = 'sound/magic/disintegrate.ogg'
/obj/item/toy/figure/rd
name = "\improper Research Director action figure"
icon_state = "rd"
toysay = "Blowing all of the borgs!"
/obj/item/toy/figure/roboticist
name = "\improper Roboticist action figure"
icon_state = "roboticist"
toysay = "Big stompy mechs!"
toysound = 'sound/mecha/mechstep.ogg'
/obj/item/toy/figure/scientist
name = "\improper Scientist action figure"
icon_state = "scientist"
toysay = "I call ordnance."
toysound = 'sound/effects/explosionfar.ogg'
/obj/item/toy/figure/syndie
name = "\improper Nuclear Operative action figure"
icon_state = "syndie"
toysay = "Get that fucking disk!"
/obj/item/toy/figure/secofficer
name = "\improper Security Officer action figure"
icon_state = "secofficer"
toysay = "I am the law!"
toysound = 'sound/runtime/complionator/dredd.ogg'
/obj/item/toy/figure/virologist
name = "\improper Virologist action figure"
icon_state = "virologist"
toysay = "The cure is potassium!"
/obj/item/toy/figure/warden
name = "\improper Warden action figure"
icon_state = "warden"
toysay = "Seventeen minutes for coughing at an officer!"
/obj/item/toy/dummy
name = "ventriloquist dummy"
desc = "It's a dummy, dummy."
icon = 'icons/obj/toys/toy.dmi'
icon_state = "puppet"
inhand_icon_state = "puppet"
var/doll_name = "Dummy"
//Add changing looks when i feel suicidal about making 20 inhands for these.
/obj/item/toy/dummy/attack_self(mob/user)
var/new_name = tgui_input_text(usr, "What would you like to name the dummy?", "Doll Name", doll_name, MAX_NAME_LEN)
if(!new_name)
return
doll_name = new_name
to_chat(user, span_notice("You name the dummy as \"[doll_name]\"."))
name = "[initial(name)] - [doll_name]"
/obj/item/toy/dummy/talk_into(atom/movable/A, message, channel, list/spans, datum/language/language, list/message_mods)
var/mob/M = A
if (istype(M))
M.log_talk(message, LOG_SAY, tag="dummy toy")
say(message, language, sanitize = FALSE)
return NOPASS
/obj/item/toy/dummy/GetVoice()
return doll_name
/obj/item/toy/seashell
name = "seashell"
desc = "May you always have a shell in your pocket and sand in your shoes. Whatever that's supposed to mean."
icon = 'icons/misc/beach.dmi'
icon_state = "shell1"
var/static/list/possible_colors = list("" = 2, COLOR_PURPLE_GRAY = 1, COLOR_OLIVE = 1, COLOR_PALE_BLUE_GRAY = 1, COLOR_RED_GRAY = 1)
/obj/item/toy/seashell/Initialize(mapload)
. = ..()
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
icon_state = "shell[rand(1,3)]"
color = pick_weight(possible_colors)
setDir(pick(GLOB.cardinals))
/obj/item/toy/brokenradio
name = "broken radio"
desc = "An old radio that produces nothing but static when turned on."
icon = 'icons/obj/toys/toy.dmi'
icon_state = "broken_radio"
w_class = WEIGHT_CLASS_SMALL
var/cooldown = 0
/obj/item/toy/brokenradio/attack_self(mob/user)
if(cooldown <= world.time)
cooldown = (world.time + 300)
user.visible_message(span_notice("[user] adjusts the dial on [src]."))
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), src, 'sound/items/radiostatic.ogg', 50, FALSE), 0.5 SECONDS)
else
to_chat(user, span_warning("The dial on [src] jams up"))
return
/obj/item/toy/braintoy
name = "squeaky brain"
desc = "A Mr. Monstrous brand toy made to imitate a human brain in smell and texture."
icon = 'icons/obj/medical/organs/organs.dmi'
icon_state = "brain-old"
var/cooldown = 0
/obj/item/toy/braintoy/attack_self(mob/user)
if(cooldown <= world.time)
cooldown = (world.time + 10)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), src, 'sound/effects/blobattack.ogg', 50, FALSE), 0.5 SECONDS)
/*
* Eldritch Toys
*/
/obj/item/toy/eldritch_book
name = "Codex Cicatrix"
desc = "A toy book that closely resembles the Codex Cicatrix. Covered in fake polyester human flesh and has a huge goggly eye attached to the cover. The runes are gibberish and cannot be used to summon demons... Hopefully?"
icon = 'icons/obj/eldritch.dmi'
icon_state = "book"
w_class = WEIGHT_CLASS_SMALL
attack_verb_continuous = list("sacrifices", "transmutes", "graspes", "curses")
attack_verb_simple = list("sacrifice", "transmute", "grasp", "curse")
/// Helps determine the icon state of this item when it's used on self.
var/book_open = FALSE
/obj/item/toy/eldritch_book/attack_self(mob/user)
book_open = !book_open
update_appearance()
/obj/item/toy/eldritch_book/update_icon_state()
icon_state = book_open ? "book_open" : "book"
return ..()
/*
* Fake tear
*/
/obj/item/toy/reality_pierce
name = "Pierced reality"
desc = "Hah. You thought it was the real deal!"
icon = 'icons/effects/eldritch.dmi'
icon_state = "pierced_illusion"
item_flags = NO_PIXEL_RANDOM_DROP
/obj/item/storage/box/heretic_box
name = "box of pierced realities"
desc = "A box containing toys resembling pierced realities."
/obj/item/storage/box/heretic_box/PopulateContents()
for(var/i in 1 to rand(1,4))
new /obj/item/toy/reality_pierce(src)
/obj/item/toy/foamfinger
name = "foam finger"
desc = "root for the home team! wait, does this station even have a sports team?"
icon = 'icons/obj/weapons/guns/ballistic.dmi'
icon_state = "foamfinger"
inhand_icon_state = "foamfinger_inhand"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
COOLDOWN_DECLARE(foamfinger_cooldown)
/obj/item/toy/foamfinger/attack_self(mob/living/carbon/human/user)
if(!COOLDOWN_FINISHED(src, foamfinger_cooldown))
return
COOLDOWN_START(src, foamfinger_cooldown, 5 SECONDS)
user.manual_emote("waves around the foam finger.")
var/direction = prob(50) ? -1 : 1
if(NSCOMPONENT(user.dir)) //So signs are waved horizontally relative to what way the player waving it is facing.
animate(user, pixel_x = user.pixel_x + (1 * direction), time = 1, easing = SINE_EASING)
animate(pixel_x = user.pixel_x - (2 * direction), time = 1, easing = SINE_EASING)
animate(pixel_x = user.pixel_x + (2 * direction), time = 1, easing = SINE_EASING)
animate(pixel_x = user.pixel_x - (2 * direction), time = 1, easing = SINE_EASING)
animate(pixel_x = user.pixel_x + (1 * direction), time = 1, easing = SINE_EASING)
else
animate(user, pixel_y = user.pixel_y + (1 * direction), time = 1, easing = SINE_EASING)
animate(pixel_y = user.pixel_y - (2 * direction), time = 1, easing = SINE_EASING)
animate(pixel_y = user.pixel_y + (2 * direction), time = 1, easing = SINE_EASING)
animate(pixel_y = user.pixel_y - (2 * direction), time = 1, easing = SINE_EASING)
animate(pixel_y = user.pixel_y + (1 * direction), time = 1, easing = SINE_EASING)
user.changeNext_move(CLICK_CD_MELEE)
///All people who have used an Intento this round along with their high scores.
GLOBAL_LIST_EMPTY(intento_players)
#define HELP "help"
#define DISARM "disarm"
#define GRAB "grab"
#define HARM "harm"
#define ICON_SPLIT world.icon_size/2
// These states do not have any associated processing.
#define STATE_AWAITING_PLAYER_INPUT "awaiting_player_input"
#define STATE_OFF "off"
// When the Intento is in one of these four states, it has an accompanying
// set of code that runs in processing()
#define STATE_STARTING "starting"
#define STATE_DEMO "demo"
#define STATE_END_OF_GAME "end_of_game"
#define STATE_RETALIATION "retaliation"
#define TIME_TO_BEGIN (1.6 SECONDS)
#define TIME_PER_DEMO_STEP (0.6 SECONDS)
#define TIME_TO_RESET_ICON (0.5 SECONDS)
/obj/item/toy/intento
name = "\improper Intento"
desc = "Fundamentally useless for all intentsive purposes."
icon = 'icons/obj/toys/intents.dmi'
icon_state = "blank"
custom_price = PAYCHECK_COMMAND * 1.25
/// Current sequence of intents
var/list/current_sequence = list()
/// Sequence player inputs
var/list/player_sequence = list()
/// Score of the player
var/score = 0
/// Associated list of intents to their sounds
var/static/list/sound_by_intent = list(
HELP = 'sound/items/intents/Help.ogg',
DISARM = 'sound/items/intents/Disarm.ogg',
GRAB = 'sound/items/intents/Grab.ogg',
HARM = 'sound/items/intents/Harm.ogg',
)
/// What state the toy is in.
var/state = STATE_OFF
/// Index used for iteration of steps for both demo and retaliation states
var/index
/// Time to delay until we start processing whatever state we're in
COOLDOWN_DECLARE(next_process)
/// Time until we reset the icon of the Intento
COOLDOWN_DECLARE(next_icon_reset)
/obj/item/toy/intento/attack_self(mob/user, modifiers) //added params to attack_self, the alternative is registering a signal on clickon but i was advised not to
..()
if(state == STATE_OFF)
boot()
return
if(!modifiers)
return
if(state != STATE_AWAITING_PLAYER_INPUT)
return
var/input
var/icon_x = text2num(modifiers[ICON_X])
var/icon_y = text2num(modifiers[ICON_Y])
if(icon_x > ICON_SPLIT && icon_y > ICON_SPLIT)
input = DISARM
if(icon_x < ICON_SPLIT && icon_y > ICON_SPLIT)
input = HELP
if(icon_x > ICON_SPLIT && icon_y < ICON_SPLIT)
input = GRAB
if(icon_x < ICON_SPLIT && icon_y < ICON_SPLIT)
input = HARM
player_input(user, input)
/obj/item/toy/intento/proc/boot()
say("Game starting!")
playsound(src, 'sound/machines/synth_yes.ogg', 50, FALSE)
state = STATE_STARTING
COOLDOWN_START(src, next_process, TIME_TO_BEGIN)
START_PROCESSING(SSfastprocess, src)
/obj/item/toy/intento/proc/player_input(mob/player, intent)
// All branches of this proc lead to us wanting to process
START_PROCESSING(SSfastprocess, src)
render(intent)
player_sequence += intent
for(var/i in 1 to player_sequence.len)
if(player_sequence[i] != current_sequence[i])
state = STATE_END_OF_GAME
COOLDOWN_START(src, next_process, TIME_TO_RESET_ICON)
return
if(player_sequence.len == current_sequence.len)
score++
state = STATE_STARTING
COOLDOWN_START(src, next_process, TIME_TO_BEGIN)
/obj/item/toy/intento/process()
if(next_icon_reset && next_icon_reset <= world.time)
icon_state = initial(icon_state)
COOLDOWN_RESET(src, next_icon_reset)
if(next_process && next_process > world.time)
return
switch(state)
if(STATE_STARTING)
process_start()
if(STATE_DEMO)
process_demo()
if(STATE_END_OF_GAME)
process_end(isliving(loc) ? loc : null)
if(STATE_RETALIATION)
process_retaliation()
if(!next_process && !next_icon_reset)
return PROCESS_KILL
/obj/item/toy/intento/proc/process_start()
player_sequence.Cut()
current_sequence += pick(list(HELP, DISARM, GRAB, HARM))
state = STATE_DEMO
next_process = world.time
index = 1
/obj/item/toy/intento/proc/process_demo()
if(index > length(current_sequence))
state = STATE_AWAITING_PLAYER_INPUT
COOLDOWN_RESET(src, next_process)
return
var/intent = current_sequence[index]
render(intent)
index += 1
COOLDOWN_START(src, next_process, TIME_PER_DEMO_STEP)
/obj/item/toy/intento/proc/process_end(mob/user)
if(user && GLOB.intento_players[user.ckey] < score)
GLOB.intento_players[user.ckey] = score
var/award_status = user.client.get_award_status(/datum/award/score/intento_score)
var/award_score = score - award_status
if(award_score > 0)
user.client.give_award(/datum/award/score/intento_score, user, award_score)
say("GAME OVER. Your score was [score]!")
playsound(src, 'sound/machines/synth_no.ogg', 50, FALSE)
if(user && loc == user && obj_flags & EMAGGED)
ADD_TRAIT(src, TRAIT_NODROP, type)
to_chat(user, span_userdanger("Bad mistake."))
state = STATE_RETALIATION
next_process = world.time
index = 1
else
cleanup()
/obj/item/toy/intento/proc/process_retaliation()
var/mob/living/victim = loc
if(!isliving(victim) || index > length(current_sequence))
cleanup()
return
var/intent = current_sequence[index]
render(intent)
switch(intent)
if(HELP)
to_chat(victim, span_danger("[src] hugs you to make you feel better!"))
victim.add_mood_event("hug", /datum/mood_event/hug)
if(DISARM)
to_chat(victim, span_danger("You're knocked down from a shove by [src]!"))
victim.Knockdown(2 SECONDS)
if(GRAB)
to_chat(victim, span_danger("[src] grabs you aggressively!"))
victim.Stun(2 SECONDS)
if(HARM)
to_chat(victim, span_danger("You're punched by [src]!"))
victim.apply_damage(rand(20, 30), BRUTE)
index += 1
COOLDOWN_START(src, next_process, TIME_PER_DEMO_STEP)
/obj/item/toy/intento/proc/cleanup()
score = 0
index = 1
player_sequence.Cut()
current_sequence.Cut()
state = STATE_OFF
COOLDOWN_RESET(src, next_process)
REMOVE_TRAIT(src, TRAIT_NODROP, type)
/obj/item/toy/intento/proc/render(input)
icon_state = input
playsound(src, sound_by_intent[input], 50, FALSE)
START_PROCESSING(SSfastprocess, src)
COOLDOWN_START(src, next_icon_reset, TIME_TO_RESET_ICON)
/obj/item/toy/intento/emag_act(mob/user)
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
to_chat(user, span_notice("You short-circuit [src], activating the negative feedback loop."))
/obj/item/toy/intento/Destroy()
STOP_PROCESSING(SSfastprocess, src)
return ..()
#undef HELP
#undef DISARM
#undef GRAB
#undef HARM
#undef ICON_SPLIT
#undef STATE_AWAITING_PLAYER_INPUT
#undef STATE_OFF
#undef STATE_STARTING
#undef STATE_DEMO
#undef STATE_END_OF_GAME
#undef STATE_RETALIATION
#undef TIME_TO_BEGIN
#undef TIME_PER_DEMO_STEP
#undef TIME_TO_RESET_ICON