/obj/machinery/computer/arcade/
name = "random arcade"
desc = "random arcade machine"
icon_state = "arcade"
icon_keyboard = null
icon_screen = "invaders"
var/list/prizes = list( /obj/item/weapon/storage/box/snappops = 2,
/obj/item/toy/blink = 2,
/obj/item/clothing/under/syndicate/tacticool = 2,
/obj/item/toy/sword = 2,
/obj/item/weapon/gun/projectile/revolver/capgun = 2,
/obj/item/toy/crossbow = 2,
/obj/item/clothing/suit/syndicatefake = 2,
/obj/item/weapon/storage/fancy/crayons = 2,
/obj/item/toy/spinningtoy = 2,
/obj/item/toy/prize/ripley = 1,
/obj/item/toy/prize/fireripley = 1,
/obj/item/toy/prize/deathripley = 1,
/obj/item/toy/prize/gygax = 1,
/obj/item/toy/prize/durand = 1,
/obj/item/toy/prize/honk = 1,
/obj/item/toy/prize/marauder = 1,
/obj/item/toy/prize/seraph = 1,
/obj/item/toy/prize/mauler = 1,
/obj/item/toy/prize/odysseus = 1,
/obj/item/toy/prize/phazon = 1,
/obj/item/toy/waterflower = 1,
/obj/random/action_figure = 1,
/obj/random/plushie = 1,
/obj/item/toy/cultsword = 1,
/obj/item/toy/bouquet/fake = 1
)
/obj/machinery/computer/arcade/New()
..()
// 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(typesof(/obj/item/weapon/circuitboard/arcade) - /obj/item/weapon/circuitboard/arcade)
var/obj/item/weapon/circuitboard/CB = new choice()
new CB.build_path(loc, CB)
qdel(src)
/obj/machinery/computer/arcade/proc/prizevend()
if(!contents.len)
var/prizeselect = pickweight(prizes)
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)
else
var/atom/movable/prize = pick(contents)
prize.loc = 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 = "arcade machine"
desc = "Does not support Pinball."
icon_state = "arcade"
circuit = /obj/item/weapon/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/New()
..()
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)
ui_interact(user)
/**
* Display the NanoUI window for the arcade machine.
*
* See NanoUI documentation for details.
*/
/obj/machinery/computer/arcade/battle/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
user.set_machine(src)
var/list/data = list()
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
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "arcade_battle.tmpl", src.name, 400, 300)
ui.set_initial_data(data)
ui.open()
//ui.set_auto_update(2)
/obj/machinery/computer/arcade/battle/Topic(href, href_list)
if(..())
return 1
if (!blocked && !gameover)
if (href_list["attack"])
blocked = 1
var/attackamt = rand(2,6)
temp = "You attack for [attackamt] damage!"
if(turtle > 0)
turtle--
sleep(10)
enemy_hp -= attackamt
arcade_action()
else if (href_list["heal"])
blocked = 1
var/pointamt = rand(1,3)
var/healamt = rand(6,8)
temp = "You use [pointamt] magic to heal for [healamt] damage!"
turtle++
sleep(10)
player_mp -= pointamt
player_hp += healamt
blocked = 1
arcade_action()
else if (href_list["charge"])
blocked = 1
var/chargeamt = rand(4,7)
temp = "You regain [chargeamt] points"
player_mp += chargeamt
if(turtle > 0)
turtle--
sleep(10)
arcade_action()
else if (href_list["newgame"]) //Reset everything
temp = "New Round"
player_hp = 30
player_mp = 10
enemy_hp = 45
enemy_mp = 20
gameover = 0
turtle = 0
if(emagged)
src.New()
emagged = 0
src.add_fingerprint(usr)
nanomanager.update_uis(src)
return
/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!"
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.")
src.New()
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!"
player_hp -= boomamt
else if ((enemy_mp <= 5) && (prob(70)))
var/stealamt = rand(2,3)
enemy_action = "[enemy_name] steals [stealamt] of your power!"
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!"
enemy_hp += 4
enemy_mp -= 4
else
var/attackamt = rand(3,6)
enemy_action = "[enemy_name] attacks for [attackamt] damage!"
player_hp -= attackamt
if ((player_mp <= 0) || (player_hp <= 0))
gameover = 1
temp = "You have been crushed! GAME OVER"
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)
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 = "arcade"
circuit = /obj/item/weapon/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/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)
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
user << "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
user << "You feel an immense wave of heat emanate from \the [src]. Your skin bursts into flames."
dat += "
OK...
"
if(emagged)
user << "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))
usr << "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
usr << "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)
M << "You suddenly feel slightly nauseous." //got off lucky
if(severity == 2)
usr << "You suddenly feel extremely nauseous and hunch over until it passes."
M.Stun(3)
if(severity >= 3) //you didn't pray hard enough
M << "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
M << "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("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.")
else if(oldfuel < fuel || oldfood < food)
src.audible_message("\The [src] lets out a somehow ominous chime.")
food = oldfood
fuel = oldfuel
else if(href_list["newgame"]) //Reset everything
if(gameStatus == ORION_STATUS_START)
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'")
usr << "Something draws you closer and closer to the machine."
sleep(10)
usr << "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)
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)
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)
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)
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/weapon/handcuffs/C = new(src.loc)
var/mob/living/carbon/human/H = usr
if(istype(usr))
C.forceMove(H)
H.handcuffed = C
H.update_inv_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)
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)
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)
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)
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)
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 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
!! Raid Spaceport !!"
eventdat += "Depart Spaceport
"
/obj/machinery/computer/arcade/orion_trail/proc/add_crewmember(var/specific = "")
var/newcrew = ""
if(specific)
newcrew = specific
else
if(prob(50))
newcrew = pick(first_names_male)
else
newcrew = pick(first_names_female)
if(newcrew)
settlers += newcrew
alive++
return newcrew
/obj/machinery/computer/arcade/orion_trail/proc/remove_crewmember(var/specific = "", var/dont_remove = "")
var/list/safe2remove = settlers
var/removed = ""
if(dont_remove)
safe2remove -= dont_remove
if(specific && specific != dont_remove)
safe2remove = list(specific)
else
removed = pick(safe2remove)
if(removed)
if(traitors_aboard && prob(40*traitors_aboard)) //if there are 2 traitors you're twice as likely to get one, obviously
traitors_aboard = max(0,--traitors_aboard)
settlers -= removed
alive--
return removed
/obj/machinery/computer/arcade/orion_trail/proc/win()
gameStatus = ORION_STATUS_START
src.visible_message("\The [src] plays a triumpant tune, stating 'CONGRATULATIONS, YOU HAVE MADE IT TO ORION.'")
if(emagged)
new /obj/item/weapon/orion_ship(src.loc)
message_admins("[key_name_admin(usr)] made it to Orion on an emagged machine and got an explosive toy ship.")
log_game("[key_name(usr)] made it to Orion on an emagged machine and got an explosive toy ship.")
else
prizevend()
emagged = 0
name = "The Orion Trail"
desc = "Learn how our ancestors got to Orion, and have fun in the process!"
/obj/machinery/computer/arcade/orion_trail/emag_act(mob/user)
if(!emagged)
user << "You override the cheat code menu and skip to Cheat #[rand(1, 50)]: Realism Mode."
name = "The Orion Trail: Realism Edition"
desc = "Learn how our ancestors got to Orion, and try not to die in the process!"
newgame()
emagged = 1
/obj/item/weapon/orion_ship
name = "model settler ship"
desc = "A model spaceship, it looks like those used back in the day when travelling to Orion! It even has a miniature FX-293 reactor, which was renowned for its instability and tendency to explode..."
icon = 'icons/obj/toy.dmi'
icon_state = "ship"
w_class = ITEMSIZE_SMALL
var/active = 0 //if the ship is on
/obj/item/weapon/orion_ship/examine(mob/user)
..()
if(!(in_range(user, src)))
return
if(!active)
user << "There's a little switch on the bottom. It's flipped down."
else
user << "There's a little switch on the bottom. It's flipped up."
/obj/item/weapon/orion_ship/attack_self(mob/user)
if(active)
return
message_admins("[key_name_admin(usr)] primed an explosive Orion ship for detonation.")
log_game("[key_name(usr)] primed an explosive Orion ship for detonation.")
user << "You flip the switch on the underside of [src]."
active = 1
src.visible_message("[src] softly beeps and whirs to life!")
src.audible_message("\The [src] says, 'This is ship ID #[rand(1,1000)] to Orion Port Authority. We're coming in for landing, over.'")
sleep(20)
src.visible_message("[src] begins to vibrate...")
src.audible_message("\The [src] says, 'Uh, Port? Having some issues with our reactor, could you check it out? Over.'")
sleep(30)
src.audible_message("\The [src] says, 'Oh, God! Code Eight! CODE EIGHT! IT'S GONNA BL-'")
sleep(3.6)
src.visible_message("[src] explodes!")
explosion(src.loc, 1,2,4)
qdel(src)
#undef ORION_TRAIL_WINTURN
#undef ORION_TRAIL_RAIDERS
#undef ORION_TRAIL_FLUX
#undef ORION_TRAIL_ILLNESS
#undef ORION_TRAIL_BREAKDOWN
#undef ORION_TRAIL_MUTINY
#undef ORION_TRAIL_MUTINY_ATTACK
#undef ORION_TRAIL_MALFUNCTION
#undef ORION_TRAIL_COLLISION
#undef ORION_TRAIL_SPACEPORT
#undef ORION_TRAIL_BLACKHOLE
#undef ORION_STATUS_START
#undef ORION_STATUS_NORMAL
#undef ORION_STATUS_GAMEOVER
#undef ORION_STATUS_MARKET