Files
CHOMPStation2/code/game/machinery/computer/arcade.dm
petethegoat@gmail.com 11b17c4442 Committing suomynonAyletamitlU's storage item standardisation commit: http://forums.nanotrasen.com/viewtopic.php?f=16&t=11746
Standardization of the object tree and some modified functionality.
Moved a lot of storage/*_kit and similar boxes to storage/box/* ; most of these can now be found in boxes.dm. First aid kits remain a separate item type.
Replacement Light boxes pick up lights (for example broken ones) when used on them
Moved weapon/secstorage to storage/secure
Moved plant bags, ore satchel, trash bag, and sheet snatcher to storage/bag, in bags.dm
Fixed reagent_containers and snacks to pass through attackby() so the use_to_pickup code works. This affects plant bags, trash bags, and pill bottles.
Dice packs are now pill bottles, and all pill bottles can pick up dice.
Added error handling to uplink/generate_menu() so that one mistyped string doesn't bork the whole syndie uplink menu, since strings cannot be type-checked at compile time.
Cigarette packs and crayon boxes are now storage/fancy, however they retain existing update_icon() code.
Added a comment to storage.dm so that future people know where to look for use_to_pickup and allow_quick_gather code.

Updated all maps.

I've tried to test this thoroughly but I wouldn't be surprised if there were a few lingering issues. Try not to panic if you encounter any.

Full (i think) list of changed paths:
/obj/item/weapon/storage/flashbang_kit	> /obj/item/weapon/storage/box/flashbangs
/obj/item/weapon/storage/body_bag_box	> /obj/item/weapon/storage/box/bodybags
/obj/item/weapon/storage/chemimp_kit	> /obj/item/weapon/storage/box/chemimp
/obj/item/weapon/storage/trackimp_kit	> /obj/item/weapon/storage/box/trackimp
/obj/item/weapon/storage/seccart_kit	> /obj/item/weapon/storage/box/seccarts
/obj/item/weapon/storage/handcuff_kit	> /obj/item/weapon/storage/box/handcuffs
/obj/item/weapon/cigpacket		> /obj/item/weapon/storage/fancy/cigarettes
/obj/item/weapon/storage/mousetraps	> /obj/item/weapon/storage/box/mousetraps
/obj/item/weapon/storage/PDAbox		> /obj/item/weapon/storage/box/PDAs
/obj/item/weapon/storage/id_kit		> /obj/item/weapon/storage/box/ids
/obj/item/weapon/storage/lightbox/mixed	> /obj/item/weapon/storage/box/lights/mixed
/obj/item/weapon/storage/donkpocket_kit	> /obj/item/weapon/storage/box/donkpockets
/obj/item/weapon/storage/beakerbox	> /obj/item/weapon/storage/box/beakers
/obj/item/weapon/storage/syringes	> /obj/item/weapon/storage/box/syringes
/obj/item/weapon/storage/gl_kit		> /obj/item/weapon/storage/box/rxglasses
/obj/item/weapon/storage/diskbox	> /obj/item/weapon/storage/box/disks
/obj/item/weapon/storage/stma_kit	> /obj/item/weapon/storage/box/masks
/obj/item/weapon/storage/lglo_kit	> /obj/item/weapon/storage/box/gloves
/obj/item/weapon/storage/lightbox/bulbs	> /obj/item/weapon/storage/box/lights/bulbs
/obj/item/weapon/plantbag		> /obj/item/weapon/storage/bag/plants
/obj/item/weapon/storage/satchel	> /obj/item/weapon/storage/bag/ore
/obj/item/weapon/trashbag		> /obj/item/weapon/storage/bag/trash

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5494 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-08 19:11:56 +00:00

276 lines
8.2 KiB
Plaintext

/obj/machinery/computer/arcade
name = "arcade machine"
desc = "Does not support Pin ball."
icon = 'icons/obj/computer.dmi'
icon_state = "arcade"
circuit = "/obj/item/weapon/circuitboard/arcade"
var/enemy_name = "Space Villian"
var/temp = "Winners Don't Use Spacedrugs" //Temporary message, for attack messages, etc
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/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/toy/gun = 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/machinery/computer/arcade
var/turtle = 0
/obj/machinery/computer/arcade/New()
..()
var/name_action
var/name_part1
var/name_part2
name_action = pick("Defeat ", "Annihilate ", "Save ", "Strike ", "Stop ", "Destroy ", "Robust ", "Romance ", "Pwn ", "Own ")
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")
src.enemy_name = replacetext((name_part1 + name_part2), "the ", "")
src.name = (name_action + name_part1 + name_part2)
/obj/machinery/computer/arcade/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/arcade/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/arcade/attack_hand(mob/user as mob)
if(..())
return
user.set_machine(src)
var/dat = "<a href='byond://?src=\ref[src];close=1'>Close</a>"
dat += "<center><h4>[src.enemy_name]</h4></center>"
dat += "<br><center><h3>[src.temp]</h3></center>"
dat += "<br><center>Health: [src.player_hp] | Magic: [src.player_mp] | Enemy Health: [src.enemy_hp]</center>"
if (src.gameover)
dat += "<center><b><a href='byond://?src=\ref[src];newgame=1'>New Game</a>"
else
dat += "<center><b><a href='byond://?src=\ref[src];attack=1'>Attack</a> | "
dat += "<a href='byond://?src=\ref[src];heal=1'>Heal</a> | "
dat += "<a href='byond://?src=\ref[src];charge=1'>Recharge Power</a>"
dat += "</b></center>"
user << browse(dat, "window=arcade")
onclose(user, "arcade")
return
/obj/machinery/computer/arcade/Topic(href, href_list)
if(..())
return
if (!src.blocked && !src.gameover)
if (href_list["attack"])
src.blocked = 1
var/attackamt = rand(2,6)
src.temp = "You attack for [attackamt] damage!"
src.updateUsrDialog()
if(turtle > 0)
turtle--
sleep(10)
src.enemy_hp -= attackamt
src.arcade_action()
else if (href_list["heal"])
src.blocked = 1
var/pointamt = rand(1,3)
var/healamt = rand(6,8)
src.temp = "You use [pointamt] magic to heal for [healamt] damage!"
src.updateUsrDialog()
turtle++
sleep(10)
src.player_mp -= pointamt
src.player_hp += healamt
src.blocked = 1
src.updateUsrDialog()
src.arcade_action()
else if (href_list["charge"])
src.blocked = 1
var/chargeamt = rand(4,7)
src.temp = "You regain [chargeamt] points"
src.player_mp += chargeamt
if(turtle > 0)
turtle--
src.updateUsrDialog()
sleep(10)
src.arcade_action()
if (href_list["close"])
usr.unset_machine()
usr << browse(null, "window=arcade")
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)
src.updateUsrDialog()
return
/obj/machinery/computer/arcade/proc/arcade_action()
if ((src.enemy_mp <= 0) || (src.enemy_hp <= 0))
if(!gameover)
src.gameover = 1
src.temp = "[src.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")
var/prizeselect = pickweight(prizes)
new prizeselect(src.loc)
if(istype(prizeselect, /obj/item/toy/gun)) //Ammo comes with the gun
new /obj/item/toy/ammo/gun(src.loc)
else if(istype(prizeselect, /obj/item/clothing/suit/syndicatefake)) //Helmet is part of the suit
new /obj/item/clothing/head/syndicatefake(src.loc)
else
feedback_inc("arcade_win_normal")
var/atom/movable/prize = pick(contents)
prize.loc = src.loc
else if (emagged && (turtle >= 4))
var/boomamt = rand(5,10)
src.temp = "[src.enemy_name] throws a bomb, exploding you for [boomamt] damage!"
src.player_hp -= boomamt
else if ((src.enemy_mp <= 5) && (prob(70)))
var/stealamt = rand(2,3)
src.temp = "[src.enemy_name] steals [stealamt] of your power!"
src.player_mp -= stealamt
src.updateUsrDialog()
if (src.player_mp <= 0)
src.gameover = 1
sleep(10)
src.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 ((src.enemy_hp <= 10) && (src.enemy_mp > 4))
src.temp = "[src.enemy_name] heals for 4 health!"
src.enemy_hp += 4
src.enemy_mp -= 4
else
var/attackamt = rand(3,6)
src.temp = "[src.enemy_name] attacks for [attackamt] damage!"
src.player_hp -= attackamt
if ((src.player_mp <= 0) || (src.player_hp <= 0))
src.gameover = 1
src.temp = "You have been crushed! GAME OVER"
if(emagged)
feedback_inc("arcade_loss_hp_emagged")
usr.gib()
else
feedback_inc("arcade_loss_hp_normal")
src.blocked = 0
return
/obj/machinery/computer/arcade/attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/card/emag) && !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"
src.updateUsrDialog()
else if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/arcade/M = new /obj/item/weapon/circuitboard/arcade( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.anchored = 1
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
new /obj/item/weapon/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
del(src)
/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(0,2)
for(num_of_prizes; num_of_prizes > 0; num_of_prizes--)
empprize = pickweight(prizes)
new empprize(src.loc)
..(severity)