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* Minigame DLC - Intergalactic Basketball League (#72459) ## About The Pull Request New DLC bout to drop.  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.  ### Now to introduce the teams: <details> <summary>Nanotrasen Basketball Department</summary>  </details> <details> <summary>Greytide Worldwide</summary>  </details> <details> <summary>Lusty Xenomorphs</summary>  </details> <details> <summary>Space Surfers</summary>  </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>
1593 lines
50 KiB
Plaintext
1593 lines
50 KiB
Plaintext
/* Toys!
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* Contains
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* Balloons
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* Captain's Aid
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* Fake singularity
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* Toy gun
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* Toy swords
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* Crayons
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* Snap pops
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* AI core prizes
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* Toy codex gigas
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* Skeleton toys
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* Toy nuke
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* Fake meteor
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* Foam armblade
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* Toy big red button
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* Beach ball
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* Toy xeno
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* Kitty toys!
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* Snowballs
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* Clockwork Watches
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* Toy Daggers
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* Squeaky Brain
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* Broken Radio
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* Fake heretic codex
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* Fake Pierced Reality
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* Intento
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*/
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/obj/item/toy
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throwforce = 0
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throw_speed = 3
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throw_range = 7
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force = 0
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/*
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* Balloons
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*/
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/obj/item/toy/waterballoon
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name = "water balloon"
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desc = "A translucent balloon. There's nothing in it."
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icon = 'icons/obj/toys/toy.dmi'
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icon_state = "waterballoon-e"
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inhand_icon_state = "balloon-empty"
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/obj/item/toy/waterballoon/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob, ITEM_SLOT_HANDS)
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create_reagents(10)
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/obj/item/toy/waterballoon/attack(mob/living/carbon/human/M, mob/user)
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return
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/obj/item/toy/waterballoon/afterattack(atom/A as mob|obj, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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if (istype(A, /obj/structure/reagent_dispensers))
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var/obj/structure/reagent_dispensers/RD = A
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if(RD.reagents.total_volume <= 0)
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to_chat(user, span_warning("[RD] is empty."))
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else if(reagents.total_volume >= 10)
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to_chat(user, span_warning("[src] is full."))
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else
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A.reagents.trans_to(src, 10, transfered_by = user)
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to_chat(user, span_notice("You fill the balloon with the contents of [A]."))
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desc = "A translucent balloon with some form of liquid sloshing around in it."
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update_appearance()
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/obj/item/toy/waterballoon/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/reagent_containers/cup))
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if(I.reagents)
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if(I.reagents.total_volume <= 0)
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to_chat(user, span_warning("[I] is empty."))
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else if(reagents.total_volume >= 10)
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to_chat(user, span_warning("[src] is full."))
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else
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desc = "A translucent balloon with some form of liquid sloshing around in it."
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to_chat(user, span_notice("You fill the balloon with the contents of [I]."))
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I.reagents.trans_to(src, 10, transfered_by = user)
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update_appearance()
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else if(I.get_sharpness())
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balloon_burst()
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else
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return ..()
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/obj/item/toy/waterballoon/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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if(!..()) //was it caught by a mob?
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balloon_burst(hit_atom)
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/obj/item/toy/waterballoon/proc/balloon_burst(atom/AT)
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if(reagents.total_volume >= 1)
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var/turf/T
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if(AT)
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T = get_turf(AT)
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else
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T = get_turf(src)
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T.visible_message(span_danger("[src] bursts!"),span_hear("You hear a pop and a splash."))
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reagents.expose(T)
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for(var/atom/A in T)
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reagents.expose(A)
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icon_state = "burst"
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qdel(src)
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/obj/item/toy/waterballoon/update_icon_state()
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if(reagents.total_volume >= 1)
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icon_state = "waterballoon"
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inhand_icon_state = "balloon"
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else
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icon_state = "waterballoon-e"
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inhand_icon_state = "balloon-empty"
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return ..()
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#define BALLOON_COLORS list("red", "blue", "green", "yellow")
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/obj/item/toy/balloon
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name = "balloon"
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desc = "No birthday is complete without it."
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icon = 'icons/obj/toys/balloons.dmi'
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icon_state = "balloon"
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inhand_icon_state = "balloon"
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lefthand_file = 'icons/mob/inhands/items/balloons_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/balloons_righthand.dmi'
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w_class = WEIGHT_CLASS_BULKY
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throwforce = 0
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throw_speed = 3
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throw_range = 7
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force = 0
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var/random_color = TRUE
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/obj/item/toy/balloon/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/ammo_casing/caseless/foam_dart) && ismonkey(user))
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pop_balloon(monkey_pop = TRUE)
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else
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return ..()
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/obj/item/toy/balloon/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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if(ismonkey(throwingdatum.thrower) && istype(AM, /obj/item/ammo_casing/caseless/foam_dart))
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pop_balloon(monkey_pop = TRUE)
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else
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return ..()
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/obj/item/toy/balloon/bullet_act(obj/projectile/P)
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if((istype(P,/obj/projectile/bullet/p50) || istype(P,/obj/projectile/bullet/reusable/foam_dart)) && ismonkey(P.firer))
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pop_balloon(monkey_pop = TRUE)
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else
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return ..()
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/obj/item/toy/balloon/proc/pop_balloon(monkey_pop = FALSE)
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playsound(src, 'sound/effects/cartoon_pop.ogg', 50, vary = TRUE)
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if(monkey_pop) // Monkeys make money from popping bloons
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new /obj/item/coin/iron(get_turf(src))
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qdel(src)
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/obj/item/toy/balloon/Initialize(mapload)
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. = ..()
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if(random_color)
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var/chosen_balloon_color = pick(BALLOON_COLORS)
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name = "[chosen_balloon_color] [name]"
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icon_state = "[icon_state]_[chosen_balloon_color]"
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inhand_icon_state = icon_state
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/obj/item/toy/balloon/corgi
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name = "corgi balloon"
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desc = "A balloon with a corgi face on it. For the all year good boys."
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icon_state = "corgi"
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inhand_icon_state = "corgi"
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random_color = FALSE
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/obj/item/toy/balloon/syndicate
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name = "syndicate balloon"
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desc = "There is a tag on the back that reads \"FUK NT!11!\"."
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icon_state = "syndballoon"
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inhand_icon_state = "syndballoon"
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random_color = FALSE
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/obj/item/toy/balloon/syndicate/pickup(mob/living/user)
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. = ..()
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if(user && user.mind && user.mind.has_antag_datum(/datum/antagonist, TRUE))
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user.add_mood_event("badass_antag", /datum/mood_event/badass_antag)
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/obj/item/toy/balloon/syndicate/dropped(mob/living/user)
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if(user)
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user.clear_mood_event("badass_antag")
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. = ..()
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/obj/item/toy/balloon/syndicate/Destroy()
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if(ismob(loc))
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var/mob/living/M = loc
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M.clear_mood_event("badass_antag")
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. = ..()
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/obj/item/toy/balloon/arrest
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name = "arreyst balloon"
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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."
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icon_state = "arrestballoon"
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inhand_icon_state = "arrestballoon"
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random_color = FALSE
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#undef BALLOON_COLORS
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/*
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* Captain's Aid
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*/
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#define CAPTAINSAID_MODE_OFF 1
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/obj/item/toy/captainsaid
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name = "\improper Captain's Aid"
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desc = "Every captain's greatest ally when exploring the vast emptiness of space, now with a color display!"
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icon = 'icons/obj/toys/toy.dmi'
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icon_state = "captainsaid_off"
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custom_price = PAYCHECK_COMMAND * 1.25
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/// List of modes it can cycle through
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var/list/modes = list(
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"off",
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"port",
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"starboard",
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"fore",
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"aft",
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)
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/// Current mode of the item, changed when cycling through modes
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var/current_mode = CAPTAINSAID_MODE_OFF
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/obj/item/toy/captainsaid/examine_more(mob/user)
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. = ..()
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. += 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...")
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/obj/item/toy/captainsaid/attack_self(mob/living/user)
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current_mode++
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playsound(src, 'sound/items/screwdriver2.ogg', 50, vary = TRUE)
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if (current_mode <= modes.len)
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balloon_alert(user, "set to [current_mode]")
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else
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balloon_alert(user, "turned off")
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current_mode = CAPTAINSAID_MODE_OFF
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icon_state = "captainsaid_[modes[current_mode]]"
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update_appearance(UPDATE_ICON)
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#undef CAPTAINSAID_MODE_OFF
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/obj/item/toy/captainsaid/collector
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name = "\improper Collector's Edition Captain's Aid"
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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."
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/*
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* Fake singularity
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*/
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/obj/item/toy/spinningtoy
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name = "gravitational singularity"
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desc = "\"Singulo\" brand spinning toy."
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icon = 'icons/obj/engine/singularity.dmi'
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icon_state = "singularity_s1"
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item_flags = NO_PIXEL_RANDOM_DROP
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/obj/item/toy/spinningtoy/suicide_act(mob/living/carbon/human/user)
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var/obj/item/bodypart/head/myhead = user.get_bodypart(BODY_ZONE_HEAD)
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if(!myhead)
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user.visible_message(span_suicide("[user] tries consuming [src]... but [user.p_they()] [user.p_have()] no mouth!")) // and i must scream
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return SHAME
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user.visible_message(span_suicide("[user] consumes [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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playsound(user, 'sound/items/eatfood.ogg', 50, TRUE)
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user.adjust_nutrition(50) // mmmm delicious
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addtimer(CALLBACK(src, PROC_REF(manual_suicide), user), (3SECONDS))
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return MANUAL_SUICIDE
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/**
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* Internal function used in the toy singularity suicide
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*
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* Cavity implants the toy singularity into the body of the user (arg1), and kills the user.
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* Makes the user vomit and receive 120 suffocation damage if there already is a cavity implant in the user.
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* Throwing the singularity away will cause the user to start choking themself to death.
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* Arguments:
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* * user - Whoever is doing the suiciding
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*/
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/obj/item/toy/spinningtoy/proc/manual_suicide(mob/living/carbon/human/user)
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if(!user)
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return
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if(!user.is_holding(src)) // Half digestion? Start choking to death
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user.visible_message(span_suicide("[user] panics and starts choking [user.p_them()]self to death!"))
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user.adjustOxyLoss(200)
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user.death(FALSE) // unfortunately you have to handle the suiciding yourself with a manual suicide
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user.ghostize(FALSE) // get the fuck out of our body
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return
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var/obj/item/bodypart/chest/CH = user.get_bodypart(BODY_ZONE_CHEST)
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if(CH.cavity_item) // if he's (un)bright enough to have a round and full belly...
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user.visible_message(span_danger("[user] regurgitates [src]!")) // I swear i dont have a fetish
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user.vomit(100, TRUE, distance = 0)
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user.adjustOxyLoss(120)
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user.dropItemToGround(src) // incase the crit state doesn't drop the singulo to the floor
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user.set_suicide(FALSE)
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return
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user.transferItemToLoc(src, user, TRUE)
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CH.cavity_item = src // The mother came inside and found Andy, dead with a HUGE belly full of toys
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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.
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user.death(FALSE)
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user.ghostize(FALSE)
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/*
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* Toy gun: Why isn't this an /obj/item/gun?
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*/
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/obj/item/toy/gun
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name = "cap gun"
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desc = "Looks almost like the real thing! Ages 8 and up. Please recycle in an autolathe when you're out of caps."
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icon = 'icons/obj/weapons/guns/ballistic.dmi'
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icon_state = "revolver"
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inhand_icon_state = "gun"
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worn_icon_state = "gun"
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lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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w_class = WEIGHT_CLASS_NORMAL
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custom_materials = list(/datum/material/iron=10, /datum/material/glass=10)
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attack_verb_continuous = list("strikes", "pistol whips", "hits", "bashes")
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attack_verb_simple = list("strike", "pistol whip", "hit", "bash")
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var/bullets = 7
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/obj/item/toy/gun/examine(mob/user)
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. = ..()
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. += "There [bullets == 1 ? "is" : "are"] [bullets] cap\s left."
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/obj/item/toy/gun/attackby(obj/item/toy/ammo/gun/A, mob/user, params)
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if(istype(A, /obj/item/toy/ammo/gun))
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if (src.bullets >= 7)
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to_chat(user, span_warning("It's already fully loaded!"))
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return 1
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if (A.amount_left <= 0)
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to_chat(user, span_warning("There are no more caps!"))
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return 1
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if (A.amount_left < (7 - src.bullets))
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src.bullets += A.amount_left
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to_chat(user, span_notice("You reload [A.amount_left] cap\s."))
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A.amount_left = 0
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else
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to_chat(user, span_notice("You reload [7 - src.bullets] cap\s."))
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A.amount_left -= 7 - src.bullets
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src.bullets = 7
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A.update_appearance()
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return 1
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else
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return ..()
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/obj/item/toy/gun/afterattack(atom/target as mob|obj|turf|area, mob/user, flag)
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. = ..()
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if (flag)
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return
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if (!ISADVANCEDTOOLUSER(user))
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to_chat(user, span_warning("You don't have the dexterity to do this!"))
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return
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src.add_fingerprint(user)
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if (src.bullets < 1)
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user.show_message(span_warning("*click*"), MSG_AUDIBLE)
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playsound(src, 'sound/weapons/gun/revolver/dry_fire.ogg', 30, TRUE)
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return
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playsound(user, 'sound/weapons/gun/revolver/shot.ogg', 100, TRUE)
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src.bullets--
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user.visible_message(span_danger("[user] fires [src] at [target]!"), \
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span_danger("You fire [src] at [target]!"), \
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span_hear("You hear a gunshot!"))
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/obj/item/toy/ammo/gun
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name = "capgun ammo"
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desc = "Make sure to recyle the box in an autolathe when it gets empty."
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icon = 'icons/obj/weapons/guns/ammo.dmi'
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icon_state = "357OLD-7"
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w_class = WEIGHT_CLASS_TINY
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custom_materials = list(/datum/material/iron=10, /datum/material/glass=10)
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var/amount_left = 7
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/obj/item/toy/ammo/gun/update_icon_state()
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icon_state = "357OLD-[amount_left]"
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return ..()
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/obj/item/toy/ammo/gun/examine(mob/user)
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. = ..()
|
|
. += "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
|