/obj/machinery/computer/arcade name = "random arcade" desc = "random arcade machine" icon_state = "arcade1" icon_keyboard = null clicksound = null //Gets too spammy and makes no sense for arcade to have the console keyboard noise anyway var/list/prizes = list( /obj/item/storage/box/snappops = 2, /obj/item/toy/blink = 2, /obj/item/clothing/under/syndicate/tacticool = 2, /obj/item/toy/sword = 2, /obj/item/storage/box/capguntoy = 2, /obj/item/gun/projectile/revolver/toy/crossbow = 2, /obj/item/clothing/suit/syndicatefake = 2, /obj/item/storage/fancy/crayons = 2, /obj/item/toy/spinningtoy = 2, /obj/random/mech_toy = 1, /obj/item/reagent_containers/spray/waterflower = 1, /obj/random/action_figure = 1, /obj/random/plushie = 1, /obj/item/toy/cultsword = 1, /obj/item/toy/bouquet/fake = 1, /obj/item/clothing/accessory/badge/sheriff = 2, /obj/item/clothing/head/cowboy/small = 2, /obj/item/toy/stickhorse = 2 ) var/list/special_prizes = list() // Holds instanced objects, intended for admins to shove surprises inside or something. /obj/machinery/computer/arcade/Initialize() . = ..() // If it's a generic arcade machine, pick a random arcade // circuit board for it and make the new machine if(!circuit) var/choice = pick(subtypesof(/obj/item/circuitboard/arcade) - /obj/item/circuitboard/arcade/clawmachine) var/obj/item/circuitboard/CB = new choice() new CB.build_path(loc, CB) return INITIALIZE_HINT_QDEL /obj/machinery/computer/arcade/proc/prizevend() if(LAZYLEN(special_prizes)) // Downstream wanted the 'win things inside contents sans circuitboard' feature kept. var/atom/movable/AM = pick_n_take(special_prizes) AM.forceMove(get_turf(src)) special_prizes -= AM else if(LAZYLEN(prizes)) var/prizeselect = pickweight(prizes) //VOREstation edit - Randomized map objects were put in loot piles, so handle them... if(istype(prizeselect,/obj/random)) var/obj/random/randy = prizeselect var/new_I = randy.spawn_item() qdel(prizeselect) prizeselect = new_I // swap it //VOREstation edit end new prizeselect(src.loc) if(istype(prizeselect, /obj/item/clothing/suit/syndicatefake)) //Helmet is part of the suit new /obj/item/clothing/head/syndicatefake(src.loc) /obj/machinery/computer/arcade/attack_ai(mob/user as mob) return attack_hand(user) /obj/machinery/computer/arcade/emp_act(severity) if(stat & (NOPOWER|BROKEN)) ..(severity) return var/empprize = null var/num_of_prizes = 0 switch(severity) if(1) num_of_prizes = rand(1,4) if(2) num_of_prizes = rand(1,3) if(3) num_of_prizes = rand(0,2) if(4) num_of_prizes = rand(0,1) for(num_of_prizes; num_of_prizes > 0; num_of_prizes--) empprize = pickweight(prizes) new empprize(src.loc) ..(severity) /////////////////// // BATTLE HERE // /////////////////// /obj/machinery/computer/arcade/battle name = "Battler" desc = "Fight through what space has to offer!" icon_state = "arcade2" icon_screen = "battler" circuit = /obj/item/circuitboard/arcade/battle var/enemy_name = "Space Villian" var/temp = "Winners don't use space drugs" //Temporary message, for attack messages, etc var/enemy_action = "" var/player_hp = 30 //Player health/attack points var/player_mp = 10 var/enemy_hp = 45 //Enemy health/attack points var/enemy_mp = 20 var/gameover = 0 var/blocked = 0 //Player cannot attack/heal while set var/turtle = 0 /obj/machinery/computer/arcade/battle/Initialize() . = ..() randomize_characters() /obj/machinery/computer/arcade/battle/proc/randomize_characters() var/name_action var/name_part1 var/name_part2 name_action = pick("Defeat ", "Annihilate ", "Save ", "Strike ", "Stop ", "Destroy ", "Robust ", "Romance ", "Pwn ", "Own ", "Ban ") name_part1 = pick("the Automatic ", "Farmer ", "Lord ", "Professor ", "the Cuban ", "the Evil ", "the Dread King ", "the Space ", "Lord ", "the Great ", "Duke ", "General ") name_part2 = pick("Melonoid", "Murdertron", "Sorcerer", "Ruin", "Jeff", "Ectoplasm", "Crushulon", "Uhangoid", "Vhakoid", "Peteoid", "slime", "Griefer", "ERPer", "Lizard Man", "Unicorn", "Bloopers") enemy_name = replacetext((name_part1 + name_part2), "the ", "") name = (name_action + name_part1 + name_part2) /obj/machinery/computer/arcade/battle/attack_hand(mob/user as mob) if(..()) return user.set_machine(src) tgui_interact(user) /obj/machinery/computer/arcade/battle/tgui_interact(mob/user, datum/tgui/ui) ui = SStgui.try_update_ui(user, src, ui) if(!ui) ui = new(user, src, "ArcadeBattle", name) ui.open() /obj/machinery/computer/arcade/battle/tgui_data(mob/user, datum/tgui/ui, datum/tgui_state/state) var/list/data = ..() data["name"] = name data["temp"] = temp data["enemyAction"] = enemy_action data["enemyName"] = enemy_name data["playerHP"] = player_hp data["playerMP"] = player_mp data["enemyHP"] = enemy_hp data["gameOver"] = gameover return data /obj/machinery/computer/arcade/battle/tgui_act(action, list/params, datum/tgui/ui, datum/tgui_state/state) if(..()) return TRUE if(!blocked && !gameover) switch(action) if("attack") blocked = 1 var/attackamt = rand(2,6) temp = "You attack for [attackamt] damage!" playsound(src, 'sound/arcade/hit.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) if(turtle > 0) turtle-- sleep(10) enemy_hp -= attackamt arcade_action() if("heal") blocked = 1 var/pointamt = rand(1,3) var/healamt = rand(6,8) temp = "You use [pointamt] magic to heal for [healamt] damage!" playsound(src, 'sound/arcade/heal.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) turtle++ sleep(10) player_mp -= pointamt player_hp += healamt blocked = 1 arcade_action() if("charge") blocked = 1 var/chargeamt = rand(4,7) temp = "You regain [chargeamt] points" playsound(src, 'sound/arcade/mana.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) player_mp += chargeamt if(turtle > 0) turtle-- sleep(10) arcade_action() if(action == "newgame") //Reset everything temp = "New Round" player_hp = 30 player_mp = 10 enemy_hp = 45 enemy_mp = 20 gameover = 0 turtle = 0 if(emagged) randomize_characters() emagged = 0 add_fingerprint(usr) return TRUE /obj/machinery/computer/arcade/battle/proc/arcade_action() if ((enemy_mp <= 0) || (enemy_hp <= 0)) if(!gameover) gameover = 1 temp = "[enemy_name] has fallen! Rejoice!" playsound(src, 'sound/arcade/win.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) if(emagged) feedback_inc("arcade_win_emagged") new /obj/effect/spawner/newbomb/timer/syndicate(src.loc) new /obj/item/clothing/head/collectable/petehat(src.loc) message_admins("[key_name_admin(usr)] has outbombed Cuban Pete and been awarded a bomb.") log_game("[key_name_admin(usr)] has outbombed Cuban Pete and been awarded a bomb.") randomize_characters() emagged = 0 else if(!contents.len) feedback_inc("arcade_win_normal") prizevend() else feedback_inc("arcade_win_normal") prizevend() else if (emagged && (turtle >= 4)) var/boomamt = rand(5,10) enemy_action = "[enemy_name] throws a bomb, exploding you for [boomamt] damage!" playsound(src, 'sound/arcade/boom.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) player_hp -= boomamt else if ((enemy_mp <= 5) && (prob(70))) var/stealamt = rand(2,3) enemy_action = "[enemy_name] steals [stealamt] of your power!" playsound(src, 'sound/arcade/steal.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) player_mp -= stealamt if (player_mp <= 0) gameover = 1 sleep(10) temp = "You have been drained! GAME OVER" if(emagged) feedback_inc("arcade_loss_mana_emagged") usr.gib() else feedback_inc("arcade_loss_mana_normal") else if ((enemy_hp <= 10) && (enemy_mp > 4)) enemy_action = "[enemy_name] heals for 4 health!" playsound(src, 'sound/arcade/heal.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) enemy_hp += 4 enemy_mp -= 4 else var/attackamt = rand(3,6) enemy_action = "[enemy_name] attacks for [attackamt] damage!" playsound(src, 'sound/arcade/hit.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) player_hp -= attackamt if ((player_mp <= 0) || (player_hp <= 0)) gameover = 1 temp = "You have been crushed! GAME OVER" playsound(src, 'sound/arcade/lose.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) if(emagged) feedback_inc("arcade_loss_hp_emagged") usr.gib() else feedback_inc("arcade_loss_hp_normal") blocked = 0 return /obj/machinery/computer/arcade/battle/emag_act(var/charges, var/mob/user) if(!emagged) to_chat(user, span_notice("You override the cheat code menu and skip to Cheat #[rand(1, 50)]: Hyper-Lethal Mode.")) temp = "If you die in the game, you die for real!" player_hp = 30 player_mp = 10 enemy_hp = 45 enemy_mp = 20 gameover = 0 blocked = 0 emagged = 1 enemy_name = "Cuban Pete" name = "Outbomb Cuban Pete" return 1 ////////////////////////// // ORION TRAIL HERE // ////////////////////////// #define ORION_TRAIL_WINTURN 9 //Orion Trail Events #define ORION_TRAIL_RAIDERS "Raiders" #define ORION_TRAIL_FLUX "Interstellar Flux" #define ORION_TRAIL_ILLNESS "Illness" #define ORION_TRAIL_BREAKDOWN "Breakdown" #define ORION_TRAIL_MUTINY "Mutiny?" #define ORION_TRAIL_MUTINY_ATTACK "Mutinous Ambush" #define ORION_TRAIL_MALFUNCTION "Malfunction" #define ORION_TRAIL_COLLISION "Collision" #define ORION_TRAIL_SPACEPORT "Spaceport" #define ORION_TRAIL_BLACKHOLE "BlackHole" #define ORION_STATUS_START 1 #define ORION_STATUS_NORMAL 2 #define ORION_STATUS_GAMEOVER 3 #define ORION_STATUS_MARKET 4 /obj/machinery/computer/arcade/orion_trail name = "The Orion Trail" desc = "Learn how our ancestors got to Orion, and have fun in the process!" icon_state = "arcade1" icon_screen = "orion" circuit = /obj/item/circuitboard/arcade/orion_trail var/busy = 0 //prevent clickspam that allowed people to ~speedrun~ the game. var/engine = 0 var/hull = 0 var/electronics = 0 var/food = 80 var/fuel = 60 var/turns = 4 var/alive = 4 var/eventdat = null var/event = null var/list/settlers = list("Harry","Larry","Bob") var/list/events = list(ORION_TRAIL_RAIDERS = 3, ORION_TRAIL_FLUX = 1, ORION_TRAIL_ILLNESS = 3, ORION_TRAIL_BREAKDOWN = 2, ORION_TRAIL_MUTINY = 3, ORION_TRAIL_MALFUNCTION = 2, ORION_TRAIL_COLLISION = 1, ORION_TRAIL_SPACEPORT = 2 ) var/list/stops = list() var/list/stopblurbs = list() var/traitors_aboard = 0 var/spaceport_raided = 0 var/spaceport_freebie = 0 var/last_spaceport_action = "" var/gameStatus = ORION_STATUS_START var/canContinueEvent = 0 /obj/machinery/computer/arcade/orion_trail/New() ..() // Sets up the main trail stops = list("Pluto","Asteroid Belt","Proxima Centauri","Dead Space","Rigel Prime","Tau Ceti Beta","Black Hole","Space Outpost Beta-9","Orion Prime") stopblurbs = list( "Pluto, long since occupied with long-range sensors and scanners, stands ready to, and indeed continues to probe the far reaches of the galaxy.", "At the edge of the Sol system lies a treacherous asteroid belt. Many have been crushed by stray asteroids and misguided judgement.", "The nearest star system to Sol, in ages past it stood as a reminder of the boundaries of sub-light travel, now a low-population sanctuary for adventurers and traders.", "This region of space is particularly devoid of matter. Such low-density pockets are known to exist, but the vastness of it is astounding.", "Rigel Prime, the center of the Rigel system, burns hot, basking its planetary bodies in warmth and radiation.", "Tau Ceti Beta has recently become a waypoint for colonists headed towards Orion. There are many ships and makeshift stations in the vicinity.", "Sensors indicate that a black hole's gravitational field is affecting the region of space we were headed through. We could stay of course, but risk of being overcome by its gravity, or we could change course to go around, which will take longer.", "You have come into range of the first man-made structure in this region of space. It has been constructed not by travellers from Sol, but by colonists from Orion. It stands as a monument to the colonists' success.", "You have made it to Orion! Congratulations! Your crew is one of the few to start a new foothold for mankind!" ) /obj/machinery/computer/arcade/orion_trail/proc/newgame() // Set names of settlers in crew settlers = list() for(var/i = 1; i <= 3; i++) add_crewmember() add_crewmember("[usr]") // Re-set items to defaults engine = 1 hull = 1 electronics = 1 food = 80 fuel = 60 alive = 4 turns = 1 event = null gameStatus = ORION_STATUS_NORMAL traitors_aboard = 0 //spaceport junk spaceport_raided = 0 spaceport_freebie = 0 last_spaceport_action = "" /obj/machinery/computer/arcade/orion_trail/attack_hand(mob/living/user) if(..()) return if(fuel <= 0 || food <=0 || settlers.len == 0) gameStatus = ORION_STATUS_GAMEOVER event = null user.set_machine(src) var/dat = "" if(gameStatus == ORION_STATUS_GAMEOVER) playsound(src, 'sound/arcade/Ori_fail.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) dat = "

Game Over

" dat += "Like many before you, your crew never made it to Orion, lost to space...
forever." if(settlers.len == 0) dat += "
Your entire crew died, and your ship joins the fleet of ghost-ships littering the galaxy." else if(food <= 0) dat += "
You ran out of food and starved." if(emagged) user.nutrition = 0 //yeah you pretty hongry to_chat(user, span_danger("Your body instantly contracts to that of one who has not eaten in months. Agonizing cramps seize you as you fall to the floor.")) if(fuel <= 0) dat += "
You ran out of fuel, and drift, slowly, into a star." if(emagged) var/mob/living/M = user M.adjust_fire_stacks(5) M.IgniteMob() //flew into a star, so you're on fire to_chat(user,span_danger("You feel an immense wave of heat emanate from \the [src]. Your skin bursts into flames.")) dat += "

OK...

" if(emagged) to_chat(user, span_danger("You're never going to make it to Orion...")) user.death() emagged = 0 //removes the emagged status after you lose gameStatus = ORION_STATUS_START name = "The Orion Trail" desc = "Learn how our ancestors got to Orion, and have fun in the process!" else if(event) dat = eventdat else if(gameStatus == ORION_STATUS_NORMAL) var/title = stops[turns] var/subtext = stopblurbs[turns] dat = "

[title]

" dat += "[subtext]" dat += "

Crew:

" dat += english_list(settlers) dat += "
Food: [food] | Fuel: [fuel]" dat += "
Engine Parts: [engine] | Hull Panels: [hull] | Electronics: [electronics]" if(turns == 7) dat += "

Go Around Continue

" else dat += "

Continue

" dat += "

Kill a crewmember

" dat += "

Close

" else dat = "

The Orion Trail

" dat += "

Experience the journey of your ancestors!



" dat += "
New Game
" dat += "

Close

" user << browse(dat,"window=arcade") return /obj/machinery/computer/arcade/orion_trail/Topic(href, href_list) if(..()) return if(href_list["close"]) usr.unset_machine() usr << browse(null, "window=arcade") if(busy) return busy = 1 if (href_list["continue"]) //Continue your travels if(gameStatus == ORION_STATUS_NORMAL && !event && turns != 7) if(turns >= ORION_TRAIL_WINTURN) win() else food -= (alive+traitors_aboard)*2 fuel -= 5 if(turns == 2 && prob(30)) event = ORION_TRAIL_COLLISION event() else if(prob(75)) event = pickweight(events) if(traitors_aboard) if(event == ORION_TRAIL_MUTINY || prob(55)) event = ORION_TRAIL_MUTINY_ATTACK event() turns += 1 if(emagged) var/mob/living/carbon/M = usr //for some vars switch(event) if(ORION_TRAIL_RAIDERS) if(prob(50)) to_chat(usr, span_warning("You hear battle shouts. The tramping of boots on cold metal. Screams of agony. The rush of venting air. Are you going insane?")) M.hallucination += 30 else to_chat(usr, span_danger("Something strikes you from behind! It hurts like hell and feel like a blunt weapon, but nothing is there...")) M.take_organ_damage(25) if(ORION_TRAIL_ILLNESS) var/severity = rand(1,3) //pray to RNGesus. PRAY, PIGS if(severity == 1) to_chat(M, span_warning("You suddenly feel slightly nauseous.")) //got off lucky if(severity == 2) to_chat(usr, span_warning("You suddenly feel extremely nauseous and hunch over until it passes.")) M.Stun(3) if(severity >= 3) //you didn't pray hard enough to_chat(M, span_warning("An overpowering wave of nausea consumes over you. You hunch over, your stomach's contents preparing for a spectacular exit.")) spawn(30) if(istype(M,/mob/living/carbon/human)) var/mob/living/carbon/human/H = M H.vomit() if(ORION_TRAIL_FLUX) if(prob(75)) M.Weaken(3) src.visible_message("A sudden gust of powerful wind slams \the [M] into the floor!", "You hear a large fwooshing sound, followed by a bang.") M.take_organ_damage(15) else to_chat(M, span_warning("A violent gale blows past you, and you barely manage to stay standing!")) if(ORION_TRAIL_COLLISION) //by far the most damaging event if(prob(90) && !hull) var/turf/simulated/floor/F = src.loc F.ChangeTurf(/turf/space) src.visible_message(span_danger("Something slams into the floor around \the [src], exposing it to space!"), "You hear something crack and break.") else src.visible_message("Something slams into the floor around \the [src] - luckily, it didn't get through!", "You hear something crack.") if(ORION_TRAIL_MALFUNCTION) src.visible_message("\The [src] buzzes and the screen goes blank for a moment before returning to the game.") var/oldfood = food var/oldfuel = fuel food = rand(10,80) / rand(1,2) fuel = rand(10,60) / rand(1,2) if(electronics) sleep(10) if(oldfuel > fuel && oldfood > food) src.audible_message("\The [src] lets out a somehow reassuring chime.", runemessage = "reassuring chime") else if(oldfuel < fuel || oldfood < food) src.audible_message("\The [src] lets out a somehow ominous chime.", runemessage = "ominous chime") food = oldfood fuel = oldfuel else if(href_list["newgame"]) //Reset everything if(gameStatus == ORION_STATUS_START) playsound(src, 'sound/arcade/Ori_begin.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) newgame() else if(href_list["menu"]) //back to the main menu if(gameStatus == ORION_STATUS_GAMEOVER) gameStatus = ORION_STATUS_START event = null food = 80 fuel = 60 settlers = list("Harry","Larry","Bob") else if(href_list["slow"]) //slow down if(event == ORION_TRAIL_FLUX) food -= (alive+traitors_aboard)*2 fuel -= 5 event = null else if(href_list["pastblack"]) //slow down if(turns == 7) food -= ((alive+traitors_aboard)*2)*3 fuel -= 15 turns += 1 event = null else if(href_list["useengine"]) //use parts if(event == ORION_TRAIL_BREAKDOWN) engine = max(0, --engine) event = null else if(href_list["useelec"]) //use parts if(event == ORION_TRAIL_MALFUNCTION) electronics = max(0, --electronics) event = null else if(href_list["usehull"]) //use parts if(event == ORION_TRAIL_COLLISION) hull = max(0, --hull) event = null else if(href_list["wait"]) //wait 3 days if(event == ORION_TRAIL_BREAKDOWN || event == ORION_TRAIL_MALFUNCTION || event == ORION_TRAIL_COLLISION) food -= ((alive+traitors_aboard)*2)*3 event = null else if(href_list["keepspeed"]) //keep speed if(event == ORION_TRAIL_FLUX) if(prob(75)) event = "Breakdown" event() else event = null else if(href_list["blackhole"]) //keep speed past a black hole if(turns == 7) if(prob(75)) event = ORION_TRAIL_BLACKHOLE event() if(emagged) //has to be here because otherwise it doesn't work src.show_message("\The [src] states, 'YOU ARE EXPERIENCING A BLACKHOLE. BE TERRIFIED.","You hear something say, 'YOU ARE EXPERIENCING A BLACKHOLE. BE TERRFIED'") to_chat(usr, span_warning("Something draws you closer and closer to the machine.")) sleep(10) to_chat(usr, span_danger("This is really starting to hurt!")) var i; //spawning a literal blackhole would be fun, but a bit disruptive. for(i=0;i<4;i++) var/mob/living/L = usr if(istype(L)) L.adjustBruteLoss(25) sleep(10) else event = null turns += 1 else if(href_list["holedeath"]) if(event == ORION_TRAIL_BLACKHOLE) gameStatus = ORION_STATUS_GAMEOVER event = null else if(href_list["eventclose"]) //end an event if(canContinueEvent) event = null else if(href_list["killcrew"]) //shoot a crewmember if(gameStatus == ORION_STATUS_NORMAL || event == ORION_TRAIL_MUTINY) playsound(src, 'sound/arcade/kill_crew.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) var/sheriff = remove_crewmember() //I shot the sheriff var/mob/living/L = usr if(!istype(L)) return if(settlers.len == 0 || alive == 0) src.visible_message("\The [src] states, 'EVERYONE HAS DIED, GAMEOVER.'", "You hear something state, 'EVERYONE HAS DIED, GAMEOVER.'") if(emagged) src.visible_message("\The [src] produces a loud, gunlike sound.") L.adjustBruteLoss(30) emagged = 0 gameStatus = ORION_STATUS_GAMEOVER event = null else if(emagged) if(usr.name == sheriff) src.visible_message("\The [src] states, 'THE CREW HAS CHOSEN TO KILL [usr]'. A gunshot can be heard coming from \the [src]", "You hear 'THE CREW HAS CHOSEN TO KILL [usr]' followed by a gunshot") L.adjustBruteLoss(30) if(event == ORION_TRAIL_MUTINY) //only ends the ORION_TRAIL_MUTINY event, since you can do this action in multiple places event = null //Spaceport specific interactions //they get a header because most of them don't reset event (because it's a shop, you leave when you want to) //they also call event() again, to regen the eventdata, which is kind of odd but necessary else if(href_list["buycrew"]) //buy a crewmember if(gameStatus == ORION_STATUS_MARKET) if(!spaceport_raided && food >= 10 && fuel >= 10) playsound(src, 'sound/arcade/get_fuel.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) var/bought = add_crewmember() last_spaceport_action = "You hired [bought] as a new crewmember." fuel -= 10 food -= 10 event() else if(href_list["sellcrew"]) //sell a crewmember if(gameStatus == ORION_STATUS_MARKET) if(!spaceport_raided && settlers.len > 1) playsound(src, 'sound/arcade/lose_fuel.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) var/sold = remove_crewmember() last_spaceport_action = "You sold your crewmember, [sold]!" fuel += 7 food += 7 event() else if(href_list["leave_spaceport"]) if(gameStatus == ORION_STATUS_MARKET) event = null gameStatus = ORION_STATUS_NORMAL spaceport_raided = 0 spaceport_freebie = 0 last_spaceport_action = "" else if(href_list["raid_spaceport"]) if(gameStatus == ORION_STATUS_MARKET) if(!spaceport_raided) playsound(src, 'sound/arcade/raid.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) var/success = min(15 * alive,100) //default crew (4) have a 60% chance spaceport_raided = 1 var/FU = 0 var/FO = 0 if(prob(success)) FU = rand(5,15) FO = rand(5,15) last_spaceport_action = "You successfully raided the spaceport! You gained [FU] Fuel and [FO] Food! (+[FU]FU,+[FO]FO)" else FU = rand(-5,-15) FO = rand(-5,-15) last_spaceport_action = "You failed to raid the spaceport! You lost [FU*-1] Fuel and [FO*-1] Food in your scramble to escape! ([FU]FU,[FO]FO)" //your chance of lose a crewmember is 1/2 your chance of success //this makes higher % failures hurt more, don't get cocky space cowboy! if(prob(success*5)) var/lost_crew = remove_crewmember() last_spaceport_action = "You failed to raid the spaceport! You lost [FU*-1] Fuel and [FO*-1] Food, AND [lost_crew] in your scramble to escape! ([FU]FI,[FO]FO,-Crew)" if(emagged) src.visible_message("The machine states, 'YOU ARE UNDER ARREST, RAIDER!' and shoots handcuffs onto [usr]!", "You hear something say 'YOU ARE UNDER ARREST, RAIDER!' and a clinking sound") var/obj/item/handcuffs/C = new(src.loc) var/mob/living/carbon/human/H = usr if(istype(H)) C.forceMove(H) H.handcuffed = C H.update_handcuffed() else C.throw_at(usr,16,3,src) fuel += FU food += FO event() else if(href_list["buyparts"]) if(gameStatus == ORION_STATUS_MARKET) if(!spaceport_raided && fuel > 5) playsound(src, 'sound/arcade/get_fuel.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) switch(text2num(href_list["buyparts"])) if(1) //Engine Parts engine++ last_spaceport_action = "Bought Engine Parts" if(2) //Hull Plates hull++ last_spaceport_action = "Bought Hull Plates" if(3) //Spare Electronics electronics++ last_spaceport_action = "Bought Spare Electronics" fuel -= 5 //they all cost 5 event() else if(href_list["trade"]) if(gameStatus == ORION_STATUS_MARKET) if(!spaceport_raided) playsound(src, 'sound/arcade/get_fuel.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) switch(text2num(href_list["trade"])) if(1) //Fuel if(fuel > 5) fuel -= 5 food += 5 last_spaceport_action = "Traded Fuel for Food" event() if(2) //Food if(food > 5) fuel += 5 food -= 5 last_spaceport_action = "Traded Food for Fuel" event() src.add_fingerprint(usr) src.updateUsrDialog() busy = 0 return /obj/machinery/computer/arcade/orion_trail/proc/event() eventdat = "

[event]

" canContinueEvent = 0 switch(event) if(ORION_TRAIL_RAIDERS) eventdat += "Raiders have come aboard your ship!" if(prob(50)) var/sfood = rand(1,10) var/sfuel = rand(1,10) food -= sfood fuel -= sfuel eventdat += "
They have stolen [sfood] Food and [sfuel] Fuel." else if(prob(10)) var/deadname = remove_crewmember() eventdat += "
[deadname] tried to fight back, but was killed." else eventdat += "
Fortunately, you fended them off without any trouble." eventdat += "

Continue

" eventdat += "

Close

" canContinueEvent = 1 if(ORION_TRAIL_FLUX) playsound(src, 'sound/arcade/explo.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) eventdat += "This region of space is highly turbulent.
If we go slowly we may avoid more damage, but if we keep our speed we won't waste supplies." eventdat += "
What will you do?" eventdat += "

Slow Down Continue

" eventdat += "

Close

" if(ORION_TRAIL_ILLNESS) eventdat += "A deadly illness has been contracted!" var/deadname = remove_crewmember() eventdat += "
[deadname] was killed by the disease." eventdat += "

Continue

" eventdat += "

Close

" canContinueEvent = 1 if(ORION_TRAIL_BREAKDOWN) playsound(src, 'sound/arcade/explo.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) eventdat += "Oh no! The engine has broken down!" eventdat += "
You can repair it with an engine part, or you can make repairs for 3 days." if(engine >= 1) eventdat += "

Use Part Wait

" else eventdat += "

Wait

" eventdat += "

Close

" if(ORION_TRAIL_MALFUNCTION) eventdat += "The ship's systems are malfunctioning!" eventdat += "
You can replace the broken electronics with spares, or you can spend 3 days troubleshooting the AI." if(electronics >= 1) eventdat += "

Use Part Wait

" else eventdat += "

Wait

" eventdat += "

Close

" if(ORION_TRAIL_COLLISION) playsound(src, 'sound/arcade/explo.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) eventdat += "Something hit us! Looks like there's some hull damage." if(prob(25)) var/sfood = rand(5,15) var/sfuel = rand(5,15) food -= sfood fuel -= sfuel eventdat += "
[sfood] Food and [sfuel] Fuel was vented out into space." if(prob(10)) var/deadname = remove_crewmember() eventdat += "
[deadname] was killed by rapid depressurization." eventdat += "
You can repair the damage with hull plates, or you can spend the next 3 days welding scrap together." if(hull >= 1) eventdat += "

Use Part Wait

" else eventdat += "

Wait

" eventdat += "

Close

" if(ORION_TRAIL_BLACKHOLE) eventdat += "You were swept away into the black hole." eventdat += "

Oh...

" eventdat += "

Close

" settlers = list() if(ORION_TRAIL_MUTINY) eventdat += "You've been hearing rumors of dissenting opinions amoungst your men." if(settlers.len <= 2) eventdat += "
Your crew's so tiny you don't think anybody would risk an uprising." eventdat += "

Continue

" eventdat += "

Close

" if(prob(10)) traitors_aboard = min(++traitors_aboard,2) else if(traitors_aboard) //less likely to stack traitors if(prob(20)) traitors_aboard = min(++traitors_aboard,2) else if(prob(70)) traitors_aboard = min(++traitors_aboard,2) eventdat += "

Kill a crewmember

" eventdat += "

Risk it

" eventdat += "

Close

" canContinueEvent = 1 if(ORION_TRAIL_MUTINY_ATTACK) if(traitors_aboard <= 0) //shouldn't trigger, but hey. eventdat += "Haha, fooled you, there isn't a mutiny on board!" eventdat += "
(You should report this to a coder :S)" else var/trait1 = remove_crewmember() var/trait2 = "" if(traitors_aboard >= 2) trait2 = remove_crewmember() eventdat += "Oh no, some of your crew are attempting to mutiny!!" if(trait2) eventdat += "
[trait1] and [trait2]'s have armed themselves with weapons!" else eventdat += "
[trait1]'s armed with a weapon!" var/chance2attack = alive*20 if(prob(chance2attack)) var/chancetokill = 30*traitors_aboard-(5*alive) //eg: 30*2-(10) = 50%, 2 traitorss, 2 crew is 50% chance if(prob(chancetokill)) var/deadguy = remove_crewmember() eventdat += "
The traitor[trait2 ? "s":""] run[trait2 ? "":"s"] up to [deadguy] and murder[trait2 ? "" : "s"] them!" else eventdat += "
You valiantly fight off the traitor[trait2 ? "s":""]!" eventdat += "
You cut the traitor[trait2 ? "s":""] up into meat... Eww" if(trait2) food += 30 traitors_aboard = max(0,traitors_aboard-2) else food += 15 traitors_aboard = max(0,--traitors_aboard) else eventdat += "
The traitor[trait2 ? "s":""] run[trait2 ? "":"s"] away, What wimps!" if(trait2) traitors_aboard = max(0,traitors_aboard-2) else traitors_aboard = max(0,--traitors_aboard) eventdat += "

Continue

" eventdat += "

Close

" canContinueEvent = 1 if(ORION_TRAIL_SPACEPORT) gameStatus = ORION_STATUS_MARKET if(spaceport_raided) eventdat += "The Spaceport is on high alert! they wont let you dock since you tried to attack them!" if(last_spaceport_action) eventdat += "
Last Spaceport Action: [last_spaceport_action]" eventdat += "

Depart Spaceport

" eventdat += "

Close

" else eventdat += "You pull the ship up to dock at a nearby Spaceport, lucky find!" eventdat += "
This Spaceport is home to travellers who failed to reach Orion, but managed to find a different home..." eventdat += "
Trading terms: FU = Fuel, FO = Food" if(last_spaceport_action) eventdat += "
Last Spaceport Action: [last_spaceport_action]" eventdat += "

Crew:

" eventdat += english_list(settlers) eventdat += "
Food: [food] | Fuel: [fuel]" eventdat += "
Engine Parts: [engine] | Hull Panels: [hull] | Electronics: [electronics]" //If your crew is pathetic you can get freebies (provided you haven't already gotten one from this port) if(!spaceport_freebie && (fuel < 20 || food < 20)) spaceport_freebie++ var/FU = 10 var/FO = 10 var/freecrew = 0 if(prob(30)) FU = 25 FO = 25 if(prob(10)) add_crewmember() freecrew++ eventdat += "
The traders of the spaceport take pity on you, and give you some supplies. (+[FU]FU,+[FO]FO)" if(freecrew) eventdat += "
You also gain a new crewmember!" fuel += FU food += FO //CREW INTERACTIONS eventdat += "

Crew Management:

" //Buy crew if(food >= 10 && fuel >= 10) eventdat += "

Hire a new Crewmember (-10FU,-10FO)

" else eventdat += "

You cannot afford a new Crewmember

" //Sell crew if(settlers.len > 1) eventdat += "

Sell crew for Fuel and Food (+7FU,+7FO)

" else eventdat += "

You cannot afford to sell a Crewmember

" //BUY/SELL STUFF eventdat += "

Spare Parts:

" //Engine parts if(fuel > 5) eventdat += "

Buy Engine Parts (-5FU)

" else eventdat += "

You cannot afford to buy Engine Parts" //Hull plates if(fuel > 5) eventdat += "

Buy Hull Plates (-5FU)

" else eventdat += "

You cannot afford to buy Hull Plates" //Electronics if(fuel > 5) eventdat += "

Buy Spare Electronics (-5FU)

" else eventdat += "

You cannot afford to buy Spare Electronics" //Trade if(fuel > 5) eventdat += "

Trade Fuel for Food (-5FU,+5FO)

" else eventdat += "

You cannot afford to Trade Fuel for Food 5) eventdat += "

Trade Food for Fuel (+5FU,-5FO)

" else eventdat += "

You cannot afford to Trade Food for Fuel cashmoney.worth) // This is not a status display message, since it's something the character // themselves is meant to see BEFORE putting the money in to_chat(usr, "[icon2html(cashmoney,user.client)] " + span_warning("That is not enough money.")) return 0 if(istype(cashmoney, /obj/item/spacecash)) visible_message(span_info("\The [usr] inserts some cash into \the [src].")) cashmoney.worth -= gameprice if(cashmoney.worth <= 0) usr.drop_from_inventory(cashmoney) qdel(cashmoney) else cashmoney.update_icon() // Machine has no idea who paid with cash credit_purchase("(cash)") return 1 if(emagged) playsound(src, 'sound/arcade/steal.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) to_chat(user, span_info("It doesn't seem to accept that! Seem you'll need to swipe a valid ID.")) ///// Ewallet /obj/machinery/computer/arcade/clawmachine/proc/pay_with_ewallet(var/obj/item/spacecash/ewallet/wallet) if(!emagged) visible_message(span_info("\The [usr] swipes \the [wallet] through \the [src].")) playsound(src, 'sound/machines/id_swipe.ogg', 50, 1) if(gameprice > wallet.worth) visible_message(span_info("Insufficient funds.")) return 0 else wallet.worth -= gameprice credit_purchase("[wallet.owner_name] (chargecard)") return 1 if(emagged) playsound(src, 'sound/arcade/steal.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) to_chat(usr, span_info("It doesn't seem to accept that! Seem you'll need to swipe a valid ID.")) ///// ID /obj/machinery/computer/arcade/clawmachine/proc/pay_with_card(var/obj/item/card/id/I, var/obj/item/ID_container) if(I==ID_container || ID_container == null) visible_message(span_info("\The [usr] swipes \the [I] through \the [src].")) else visible_message(span_info("\The [usr] swipes \the [ID_container] through \the [src].")) playsound(src, 'sound/machines/id_swipe.ogg', 50, 1) var/datum/money_account/customer_account = get_account(I.associated_account_number) if(!customer_account) visible_message(span_info("Error: Unable to access account. Please contact technical support if problem persists.")) return 0 if(customer_account.suspended) visible_message(span_info("Unable to access account: account suspended.")) return 0 // Have the customer punch in the PIN before checking if there's enough money. Prevents people from figuring out acct is // empty at high security levels if(customer_account.security_level != 0) //If card requires pin authentication (ie seclevel 1 or 2) var/attempt_pin = tgui_input_number(usr, "Enter pin code", "Vendor transaction") customer_account = attempt_account_access(I.associated_account_number, attempt_pin, 2) if(!customer_account) visible_message(span_info("Unable to access account: incorrect credentials.")) return 0 if(gameprice > customer_account.money) visible_message(span_info("Insufficient funds in account.")) return 0 else // Okay to move the money at this point if(emagged) gameprice = customer_account.money // debit money from the purchaser's account customer_account.money -= gameprice // create entry in the purchaser's account log var/datum/transaction/T = new() T.target_name = "[vendor_account.owner_name] (via [name])" T.purpose = "Purchase of arcade game([name])" if(gameprice > 0) T.amount = "([gameprice])" else T.amount = "[gameprice]" T.source_terminal = name T.date = current_date_string T.time = stationtime2text() customer_account.transaction_log.Add(T) // Give the vendor the money. We use the account owner name, which means // that purchases made with stolen/borrowed card will look like the card // owner made them credit_purchase(customer_account.owner_name) return 1 /// Add to vendor account /obj/machinery/computer/arcade/clawmachine/proc/credit_purchase(var/target as text) vendor_account.money += gameprice var/datum/transaction/T = new() T.target_name = target T.purpose = "Purchase of arcade game([name])" T.amount = "[gameprice]" T.source_terminal = name T.date = current_date_string T.time = stationtime2text() vendor_account.transaction_log.Add(T) /// End Payment /obj/machinery/computer/arcade/clawmachine/New() ..() /obj/machinery/computer/arcade/clawmachine/attack_hand(mob/living/user) if(..()) return tgui_interact(user) /// TGUI Stuff /obj/machinery/computer/arcade/clawmachine/tgui_interact(mob/user, datum/tgui/ui) ui = SStgui.try_update_ui(user, src, ui) if(!ui) ui = new(user, src, "ClawMachine", name, ui_x = 300, ui_y = 400) ui.autoupdate = TRUE ui.open() /obj/machinery/computer/arcade/clawmachine/tgui_data(mob/user) var/list/data = list() data["wintick"] = wintick data["instructions"] = instructions data["gameStatus"] = gameStatus data["winscreen"] = winscreen return data /obj/machinery/computer/arcade/clawmachine/tgui_act(action, params) if(..()) return if(action == "newgame" && gamepaid == 0) playsound(src, 'sound/arcade/steal.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) if(action == "newgame" && gamepaid == 1) gameStatus = "CLAWMACHINE_ON" icon_state = "clawmachine_new_move" instructions = "Guide the claw to the prize you want!" wintick = 0 if(action == "return" && gameStatus == "CLAWMACHINE_END") gameStatus = "CLAWMACHINE_NEW" if(action == "pointless" && wintick < 10) wintick += 1 if(action == "pointless" && wintick >= 10) instructions = "Insert 1 thaler or swipe a card to play!" clawvend() /obj/machinery/computer/arcade/clawmachine/proc/clawvend() /// True to a real claw machine, it's NEARLY impossible to win. winprob += 1 /// Yeah. if(prob(winprob)) /// YEAH. if(!emagged) prizevend() winscreen = "You won!" else if(emagged) gameprice = 1 emagged = 0 winscreen = "You won...?" var/obj/item/grenade/G = new /obj/item/grenade/explosive(get_turf(src)) /// YEAAAAAAAAAAAAAAAAAAH!!!!!!!!!! G.activate() G.throw_at(get_turf(usr),10,10) /// Play stupid games, win stupid prizes. playsound(src, 'sound/arcade/Ori_win.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) winprob = 0 else playsound(src, 'sound/arcade/Ori_fail.ogg', 50, 1, extrarange = -3, falloff = 0.1, ignore_walls = FALSE) winscreen = "Aw, shucks. Try again!" wintick = 0 gamepaid = 0 icon_state = "clawmachine_new" gameStatus = "CLAWMACHINE_END" /obj/machinery/computer/arcade/clawmachine/emag_act(mob/user) if(!emagged) to_chat(user, span_info("You modify the claw of the machine. The next one is sure to win! You just have to pay...")) name = "AlliCo Snag-A-Prize" desc = "Get some goodies, all for you!" instructions = "Swipe a card to play!" winprob = 100 gamepaid = 0 wintick = 0 gameStatus = "CLAWMACHINE_NEW" emagged = 1 return 1 /obj/machinery/computer/arcade/attackby(obj/item/O, mob/user, params) ..() if(istype(O, /obj/item/stack/arcadeticket)) var/obj/item/stack/arcadeticket/T = O var/amount = T.get_amount() if(amount <2) to_chat(user, span_warning("You need 2 tickets to claim a prize!")) return prizevend(user) T.pay_tickets() T.update_icon() O = T to_chat(user, span_notice("You turn in 2 tickets to the [src] and claim a prize!")) return else ..() //You can now actually deconstruct these.