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* Removes the code for four removed gateways (#68038) * gets rid of the four axed gateways's code - Wizard Academy, Challenge, Space Battle, and Wild West. * Removes the code for the four removed gateways * WWSR removal Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
442 lines
14 KiB
Plaintext
442 lines
14 KiB
Plaintext
// Special objects for shuttle templates go here if nowhere else
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// Wabbajack statue, a sleeping frog statue that shoots bolts of change if
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// living carbons are put on its altar/tables
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/obj/machinery/power/emitter/energycannon
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name = "Energy Cannon"
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desc = "A heavy duty industrial laser."
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icon = 'icons/obj/singularity.dmi'
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icon_state = "emitter_+a"
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base_icon_state = "emitter_+a"
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anchored = TRUE
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density = TRUE
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resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF
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use_power = NO_POWER_USE
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idle_power_usage = 0
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active_power_usage = 0
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active = TRUE
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locked = TRUE
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welded = TRUE
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/obj/machinery/power/emitter/energycannon/RefreshParts()
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SHOULD_CALL_PARENT(FALSE)
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return
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/obj/machinery/power/emitter/energycannon/magical
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name = "wabbajack statue"
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desc = "Who am I? What is my purpose in life? What do I mean by who am I?"
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projectile_type = /obj/projectile/magic/change
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icon = 'icons/obj/machines/magic_emitter.dmi'
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icon_state = "wabbajack_statue"
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icon_state_on = "wabbajack_statue_on"
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base_icon_state = "wabbajack_statue"
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active = FALSE
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allow_switch_interact = FALSE
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var/list/active_tables = list()
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var/tables_required = 2
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/obj/machinery/power/emitter/energycannon/magical/Initialize(mapload)
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. = ..()
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if(prob(50))
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desc = "Oh no, not again."
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update_appearance()
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/obj/machinery/power/emitter/energycannon/magical/update_icon_state()
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. = ..()
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icon_state = active ? icon_state_on : initial(icon_state)
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/obj/machinery/power/emitter/energycannon/magical/process()
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. = ..()
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if(active_tables.len >= tables_required)
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if(!active)
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visible_message("<span class='revenboldnotice'>\
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[src] opens its eyes.</span>")
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active = TRUE
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else
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if(active)
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visible_message("<span class='revenboldnotice'>\
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[src] closes its eyes.</span>")
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active = FALSE
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update_appearance()
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/obj/machinery/power/emitter/energycannon/magical/attackby(obj/item/W, mob/user, params)
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return
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/obj/machinery/power/emitter/energycannon/magical/ex_act(severity)
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return FALSE
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/obj/machinery/power/emitter/energycannon/magical/emag_act(mob/user)
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return
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/obj/structure/table/abductor/wabbajack
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name = "wabbajack altar"
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desc = "Whether you're sleeping or waking, it's going to be quite chaotic."
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max_integrity = 1000
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verb_say = "chants"
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var/obj/machinery/power/emitter/energycannon/magical/our_statue
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var/list/mob/living/sleepers = list()
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var/never_spoken = TRUE
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flags_1 = NODECONSTRUCT_1
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/obj/structure/table/abductor/wabbajack/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSobj, src)
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/obj/structure/table/abductor/wabbajack/Destroy()
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/structure/table/abductor/wabbajack/process()
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var/area = orange(4, src)
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if(!our_statue)
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for(var/obj/machinery/power/emitter/energycannon/magical/M in area)
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our_statue = M
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break
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if(!our_statue)
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name = "inert [initial(name)]"
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return
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else
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name = initial(name)
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var/turf/T = get_turf(src)
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var/list/found = list()
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for(var/mob/living/carbon/C in T)
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if(C.stat != DEAD)
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found += C
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// New sleepers
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for(var/i in found - sleepers)
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var/mob/living/L = i
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L.add_atom_colour("#800080", TEMPORARY_COLOUR_PRIORITY)
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L.visible_message(span_revennotice("A strange purple glow wraps itself around [L] as [L.p_they()] suddenly fall[L.p_s()] unconscious."),
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span_revendanger("[desc]"))
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// Don't let them sit suround unconscious forever
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addtimer(CALLBACK(src, .proc/sleeper_dreams, L), 100)
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// Existing sleepers
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for(var/i in found)
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var/mob/living/L = i
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L.SetSleeping(200)
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// Missing sleepers
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for(var/i in sleepers - found)
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var/mob/living/L = i
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L.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, "#800080")
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L.visible_message("<span class='revennotice'>The glow from [L] fades \
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away.</span>")
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L.grab_ghost()
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sleepers = found
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if(sleepers.len)
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our_statue.active_tables |= src
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if(never_spoken || prob(5))
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say(desc)
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never_spoken = FALSE
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else
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our_statue.active_tables -= src
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/obj/structure/table/abductor/wabbajack/proc/sleeper_dreams(mob/living/sleeper)
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if(sleeper in sleepers)
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to_chat(sleeper, span_revennotice("While you slumber, you have the strangest dream, like you can see yourself from the outside."))
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sleeper.ghostize(TRUE)
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/obj/structure/table/abductor/wabbajack/left
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desc = "You sleep so it may wake."
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/obj/structure/table/abductor/wabbajack/right
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desc = "It wakes so you may sleep."
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// Bar staff, GODMODE mobs(as long as they stay in the shuttle) that just want to make sure people have drinks
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// and a good time.
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/mob/living/simple_animal/drone/snowflake/bardrone
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name = "Bardrone"
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desc = "A barkeeping drone, a robot built to tend bars."
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hacked = TRUE
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shy = FALSE
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laws = "1. Serve drinks.\n\
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2. Talk to patrons.\n\
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3. Don't get messed up in their affairs."
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unique_name = FALSE // disables the (123) number suffix
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initial_language_holder = /datum/language_holder/universal
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default_storage = null
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/mob/living/simple_animal/drone/snowflake/bardrone/Initialize(mapload)
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. = ..()
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access_card.add_access(list(ACCESS_CENT_BAR))
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become_area_sensitive(ROUNDSTART_TRAIT)
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RegisterSignal(src, COMSIG_ENTER_AREA, .proc/check_barstaff_godmode)
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check_barstaff_godmode()
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/mob/living/simple_animal/hostile/alien/maid/barmaid
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gold_core_spawnable = NO_SPAWN
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name = "Barmaid"
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desc = "A barmaid, a maiden found in a bar."
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pass_flags = PASSTABLE
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unique_name = FALSE
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AIStatus = AI_OFF
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stop_automated_movement = TRUE
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initial_language_holder = /datum/language_holder/universal
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/mob/living/simple_animal/hostile/alien/maid/barmaid/Initialize(mapload)
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. = ..()
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// Simple bot ID card that can hold all accesses. Someone turn access into a component at some point, please.
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access_card = new /obj/item/card/id/advanced/simple_bot(src)
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var/datum/id_trim/job/cap_trim = SSid_access.trim_singletons_by_path[/datum/id_trim/job/captain]
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access_card.add_access(cap_trim.access + cap_trim.wildcard_access + list(ACCESS_CENT_BAR))
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ADD_TRAIT(access_card, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
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become_area_sensitive(ROUNDSTART_TRAIT)
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RegisterSignal(src, COMSIG_ENTER_AREA, .proc/check_barstaff_godmode)
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check_barstaff_godmode()
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/mob/living/simple_animal/hostile/alien/maid/barmaid/Destroy()
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qdel(access_card)
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. = ..()
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/mob/living/simple_animal/proc/check_barstaff_godmode()
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SIGNAL_HANDLER
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if(istype(get_area(loc), /area/shuttle/escape))
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status_flags |= GODMODE
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else
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status_flags &= ~GODMODE
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// Bar table, a wooden table that kicks you in a direction if you're not
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// barstaff (defined as someone who was a roundstart bartender or someone
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// with CENTCOM_BARSTAFF)
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/obj/structure/table/wood/shuttle_bar
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resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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flags_1 = NODECONSTRUCT_1
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max_integrity = 1000
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var/boot_dir = 1
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/obj/structure/table/wood/shuttle_bar/Initialize(mapload, _buildstack)
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. = ..()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = .proc/on_entered,
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/structure/table/wood/shuttle_bar/proc/on_entered(datum/source, atom/movable/AM)
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SIGNAL_HANDLER
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var/mob/living/M = AM
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if(istype(M) && !M.incorporeal_move && !is_barstaff(M))
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// No climbing on the bar please
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var/throwtarget = get_edge_target_turf(src, boot_dir)
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M.Paralyze(40)
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M.throw_at(throwtarget, 5, 1)
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to_chat(M, span_notice("No climbing on the bar please."))
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/obj/structure/table/wood/shuttle_bar/proc/is_barstaff(mob/living/user)
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. = FALSE
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if(ishuman(user))
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var/mob/living/carbon/human/human_user = user
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if(is_bartender_job(human_user.mind?.assigned_role))
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return TRUE
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var/obj/item/card/id/ID = user.get_idcard(FALSE)
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if(ID && (ACCESS_CENT_BAR in ID.access))
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return TRUE
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//Luxury Shuttle Blockers
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/obj/machinery/scanner_gate/luxury_shuttle
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name = "luxury shuttle ticket field"
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density = FALSE //allows shuttle airlocks to close, nothing but an approved passenger gets past CanPass
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locked = TRUE
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use_power = NO_POWER_USE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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speech_span = SPAN_ROBOT
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var/threshold = 500
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var/static/list/approved_passengers = list()
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var/static/list/check_times = list()
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var/list/payees = list()
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/obj/machinery/scanner_gate/luxury_shuttle/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(mover in approved_passengers)
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set_scanline("scanning", 10)
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if(isvehicle(mover))
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var/obj/vehicle/vehicle = mover
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for(var/mob/living/rat in vehicle.occupants)
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if(!(rat in approved_passengers))
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say("Stowaway detected. Please exit the vehicle first.")
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return FALSE
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return TRUE
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if(isitem(mover))
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return TRUE
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if(isstructure(mover))
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var/obj/structure/struct = mover
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for(var/mob/living/rat in struct.contents)
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say("Stowaway detected. Please exit the structure first.")
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return FALSE
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return TRUE
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return FALSE
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/obj/machinery/scanner_gate/luxury_shuttle/auto_scan(atom/movable/AM)
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return
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/obj/machinery/scanner_gate/luxury_shuttle/attackby(obj/item/W, mob/user, params)
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return
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/obj/machinery/scanner_gate/luxury_shuttle/emag_act(mob/user)
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return
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#define LUXURY_MESSAGE_COOLDOWN 100
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/obj/machinery/scanner_gate/luxury_shuttle/Bumped(atom/movable/AM)
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///If the atom entering the gate is a vehicle, we store it here to add to the approved list to enter/leave the scanner gate.
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var/obj/vehicle/vehicle
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///We store the driver of vehicles separately so that we can add them to the approved list once payment is fully processed.
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var/mob/living/driver_holdout
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if(!isliving(AM) && !isvehicle(AM))
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alarm_beep()
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return ..()
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var/datum/bank_account/account
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if(istype(AM.pulling, /obj/item/card/id))
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var/obj/item/card/id/I = AM.pulling
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if(I.registered_account)
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account = I.registered_account
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else if(!check_times[AM] || check_times[AM] < world.time) //Let's not spam the message
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to_chat(AM, span_notice("This ID card doesn't have an owner associated with it!"))
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check_times[AM] = world.time + LUXURY_MESSAGE_COOLDOWN
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else if(isliving(AM))
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var/mob/living/L = AM
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account = L.get_bank_account()
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else if(isvehicle(AM))
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vehicle = AM
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for(var/passenger in vehicle.occupants)
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if(!isliving(passenger))
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continue
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var/mob/living/rider = passenger
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if(vehicle.is_driver(rider))
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driver_holdout = rider
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var/obj/item/card/id/id = rider.get_idcard(TRUE)
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account = id?.registered_account
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break
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if(account)
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if(account.account_balance < threshold - payees[AM])
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account.adjust_money(-account.account_balance)
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payees[AM] += account.account_balance
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else
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var/money_owed = threshold - payees[AM]
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account.adjust_money(-money_owed)
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payees[AM] += money_owed
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//Here is all the possible paygate payment methods.
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var/list/counted_money = list()
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for(var/obj/item/coin/C in AM.get_all_contents()) //Coins.
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if(payees[AM] >= threshold)
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break
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payees[AM] += C.value
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counted_money += C
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for(var/obj/item/stack/spacecash/S in AM.get_all_contents()) //Paper Cash
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if(payees[AM] >= threshold)
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break
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payees[AM] += S.value * S.amount
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counted_money += S
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for(var/obj/item/holochip/H in AM.get_all_contents()) //Holocredits
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if(payees[AM] >= threshold)
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break
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payees[AM] += H.credits
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counted_money += H
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if(payees[AM] < threshold && istype(AM.pulling, /obj/item/coin)) //Coins(Pulled).
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var/obj/item/coin/C = AM.pulling
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payees[AM] += C.value
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counted_money += C
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else if(payees[AM] < threshold && istype(AM.pulling, /obj/item/stack/spacecash)) //Cash(Pulled).
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var/obj/item/stack/spacecash/S = AM.pulling
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payees[AM] += S.value * S.amount
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counted_money += S
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else if(payees[AM] < threshold && istype(AM.pulling, /obj/item/holochip)) //Holocredits(pulled).
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var/obj/item/holochip/H = AM.pulling
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payees[AM] += H.credits
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counted_money += H
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if(payees[AM] < threshold) //Suggestions for those with no arms/simple animals.
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var/armless
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if(!ishuman(AM) && !istype(AM, /mob/living/simple_animal/slime))
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armless = TRUE
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else
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var/mob/living/carbon/human/H = AM
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if(!H.get_bodypart(BODY_ZONE_L_ARM) && !H.get_bodypart(BODY_ZONE_R_ARM))
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armless = TRUE
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if(armless)
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if(!AM.pulling || !iscash(AM.pulling) && !istype(AM.pulling, /obj/item/card/id))
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if(!check_times[AM] || check_times[AM] < world.time) //Let's not spam the message
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to_chat(AM, span_notice("Try pulling a valid ID, space cash, holochip or coin into \the [src]!"))
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check_times[AM] = world.time + LUXURY_MESSAGE_COOLDOWN
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if(payees[AM] >= threshold)
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for(var/obj/I in counted_money)
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qdel(I)
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payees[AM] -= threshold
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var/change = FALSE
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if(payees[AM] > 0)
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change = TRUE
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var/obj/item/holochip/HC = new /obj/item/holochip(AM.loc) //Change is made in holocredits exclusively.
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HC.credits = payees[AM]
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HC.name = "[HC.credits] credit holochip"
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if(istype(AM, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = AM
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if(!H.put_in_hands(HC))
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AM.pulling = HC
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else
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AM.pulling = HC
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payees[AM] -= payees[AM]
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say("Welcome to first class, [driver_holdout ? "[driver_holdout]" : "[AM]" ]![change ? " Here is your change." : ""]")
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approved_passengers |= AM
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if(vehicle)
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approved_passengers |= vehicle
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if(driver_holdout)
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approved_passengers |= driver_holdout
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check_times -= AM
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return
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else if (payees[AM] > 0)
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for(var/obj/I in counted_money)
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qdel(I)
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if(!check_times[AM] || check_times[AM] < world.time) //Let's not spam the message
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to_chat(AM, span_notice("[payees[AM]] cr received. You need [threshold-payees[AM]] cr more."))
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check_times[AM] = world.time + LUXURY_MESSAGE_COOLDOWN
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alarm_beep()
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return ..()
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else
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alarm_beep()
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return ..()
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/mob/living/simple_animal/hostile/bear/fightpit
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name = "fight pit bear"
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desc = "This bear's trained through ancient Russian secrets to fear the walls of its glass prison."
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environment_smash = ENVIRONMENT_SMASH_NONE
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/obj/effect/decal/hammerandsickle
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name = "hammer and sickle"
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desc = "Communism powerful force."
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icon = 'icons/effects/96x96.dmi'
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icon_state = "communist"
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layer = ABOVE_OPEN_TURF_LAYER
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pixel_x = -32
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pixel_y = -32
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/obj/effect/decal/hammerandsickle/shuttleRotate(rotation)
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setDir(angle2dir(rotation+dir2angle(dir))) // No parentcall, rest of the rotate code breaks the pixel offset.
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