Merge pull request #741 from Shadowfire117/master

weh, reupload because im a derp
This commit is contained in:
AnonymousHybi
2019-08-01 17:15:30 +01:00
committed by GitHub
26 changed files with 1249 additions and 28 deletions
+17 -7
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@@ -476,17 +476,27 @@ area/space/atmosalert()
/area/casino/casino_ship
name = "\improper Casino Ship"
icon_state = "yellow"
requires_power = 0
dynamic_lighting = 0
/area/casino/casino_ship/wing_left
name = "\improper Casino Ship left wing"
icon_state = "yellow"
/area/casino/casino_ship/wing_right
name = "\improper Casino Ship right wing"
icon_state = "yellow"
/area/casino/casino_ship/dorms
name = "\improper Casino Ship dorms"
icon_state = "yellow"
/area/casino/casino_ship/cockpit
name = "\improper Casino Ship left wing"
icon_state = "yellow"
/area/planet/clown
name = "\improper Clown Planet"
+841
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@@ -0,0 +1,841 @@
#define DISPENSER_MAX_CARTRIDGES 90
/obj/structure/casino_table
name = "casino table"
desc = "this is an unremarkable table for a casino."
icon = 'icons/obj/casino.dmi'
icon_state = "roulette_table"
density = 1
anchored = 1
climbable = 1
layer = TABLE_LAYER
throwpass = 1
var/item_place = 1 //allows items to be placed on the table, but not on benches.
var/busy = 0
/obj/structure/casino_table/attackby(obj/item/W as obj, mob/user as mob)
if(item_place)
user.drop_item(src.loc)
return
/obj/structure/casino_table/roulette_table
name = "roulette"
desc = "Spin the roulette to try your luck."
icon_state = "roulette_wheel"
/obj/structure/casino_table/roulette_table/attack_hand(mob/user as mob)
if (busy)
to_chat(user,"<span class='notice'>You cannot spin now! The roulette is already spinning.</span> ")
return
visible_message("<span class='notice'>\ [user] spins the roulette and throws inside little ball.</span>")
playsound(src.loc, 'sound/machines/roulette.ogg', 40, 1)
busy = 1
icon_state = "roulette_wheel_spinning"
var/result = rand(0,36)
var/color = "green"
add_fingerprint(user)
if ((result>0 && result<11) || (result>18 && result<29))
if (result%2)
color="red"
else
color="black"
if ( (result>10 && result<19) || (result>28) )
if (result%2)
color="black"
else
color="red"
spawn(5 SECONDS)
visible_message("<span class='notice'>The roulette stops spinning, the ball landing on [result], [color].</span>")
busy=0
icon_state = "roulette_wheel"
/obj/structure/casino_table/roulette_chart
name = "roulette chart"
desc = "Roulette chart. Place your bets!"
icon_state = "roulette_table"
/obj/structure/casino_table/blackjack_l
name = "gambling table"
desc = "Gambling table, try your luck and skills! "
icon_state = "blackjack_l"
/obj/structure/casino_table/blackjack_r
name = "gambling table"
desc = "Gambling table, try your luck and skills! "
icon_state = "blackjack_r"
/obj/structure/casino_table/blackjack_m
name = "gambling table"
desc = "Gambling table, try your luck and skills! "
icon_state = "blackjack_m"
/obj/machinery/slot_machine
name = "Slot machine"
desc = "A gambling machine designed to give you false hope and rob you of your wealth, hence why it's often called a one armed bandit."
icon = 'icons/obj/casino.dmi'
icon_state = "slotmachine"
anchored = 1
density = 1
var/busy = 0
var/symbol1 = null
var/symbol2 = null
var/symbol3 = null
/obj/machinery/slot_machine/attackby(obj/item/weapon/W as obj, mob/user as mob)
var/handled = 0
var/paid = 0
if(istype(W, /obj/item/weapon/spacecasinocash))
var/obj/item/weapon/spacecasinocash/C = W
paid = insert_chip(C, user)
handled = 1
if(paid)
return
if(handled)
nanomanager.update_uis(src)
return // don't smack that machine with your 2 chips
/obj/machinery/slot_machine/proc/insert_chip(var/obj/item/weapon/spacecasinocash/cashmoney, mob/user)
if (busy)
to_chat(user,"<span class='notice'>The slot machine is currently rolling.</span> ")
return
if(cashmoney.worth < 5)
to_chat(user,"<span class='notice'>You dont have enough chips to gamble!</span> ")
return
visible_message("<span class='notice'>\ [user] puts 5 credits in the slot machine and presses start.</span>")
cashmoney.worth -= 5
if(cashmoney.worth <= 0)
usr.drop_from_inventory(cashmoney)
qdel(cashmoney)
cashmoney.update_icon()
busy = 1
icon_state = "slotmachine_rolling"
var/slot1 = rand(0,9)
switch(slot1)
if(0 to 2) symbol1 = "cherry"
if(3 to 3) symbol1 = "lemon"
if(4 to 4) symbol1 = "watermelon"
if(5 to 5) symbol1 = "bell"
if(6 to 6) symbol1 = "four leaf clover"
if(7 to 7) symbol1 = "seven"
if(8 to 8) symbol1 = "diamond"
if(9 to 9) symbol1 = "platinum coin"
var/slot2 = rand(0,9)
switch(slot2)
if(0 to 2) symbol2 = "cherry"
if(3 to 3) symbol2 = "lemon"
if(4 to 4) symbol2 = "watermelon"
if(5 to 5) symbol2 = "bell"
if(6 to 6) symbol2 = "four leaf clover"
if(7 to 7) symbol2 = "seven"
if(8 to 8) symbol2 = "diamond"
if(9 to 9) symbol2 = "platinum coin"
var/slot3 = rand(0,9)
switch(slot3)
if(0 to 2) symbol3 = "cherry"
if(3 to 3) symbol3 = "lemon"
if(4 to 4) symbol3 = "watermelon"
if(5 to 5) symbol3 = "bell"
if(6 to 6) symbol3 = "four leaf clover"
if(7 to 7) symbol3 = "seven"
if(8 to 8) symbol3 = "diamond"
if(9 to 9) symbol3 = "platinum coin"
var/output //Output variable to send out in chat after the large if statement.
var/winnings = 0 //How much money will be given if any.
var/platinumwin = 0 // If you win the platinum chip or not
var/delaytime = 5 SECONDS // Put this somewhere else I'm just proving a point >:C
spawn(delaytime)
visible_message("<span class='notice'>The slot machine flashes with bright colours as the slots lights up with a [symbol1], a [symbol2] and a [symbol3]!</span>")
if (symbol1 == "cherry" && symbol2 == "cherry" && symbol3 == "cherry")
output = "<span class='notice'>Three cherries! The slot machine deposits chips worth 25 credits!</span>"
winnings = 25
if ((symbol1 != "cherry" && symbol2 == "cherry" && symbol3 == "cherry") || (symbol1 == "cherry" && symbol2 != "cherry" && symbol3 == "cherry") ||(symbol1 == "cherry" && symbol2 == "cherry" && symbol3 != "cherry"))
output = "<span class='notice'>Two cherries! The slot machine deposits a 10 credit chip!</span>"
winnings = 10
if (symbol1 == "lemon" && symbol2 == "lemon" && symbol3 == "lemon")
output = "<span class='notice'>Three lemons! The slot machine deposits a 50 credit chip!</span>"
winnings = 50
if (symbol1 == "watermelon" && symbol2 == "watermelon" && symbol3 == "watermelon")
output = "<span class='notice'>Three watermelons! The slot machine deposits chips worth 75 credits!</span>"
winnings = 75
if (symbol1 == "bell" && symbol2 == "bell" && symbol3 == "bell")
output = "<span class='notice'>Three bells! The slot machine deposits chips a 100 credit chip!</span>"
winnings = 100
if (symbol1 == "four leaf clover" && symbol2 == "four leaf clover" && symbol3 == "four leaf clover")
output = "<span class='notice'>Three four leaf clovers! The slot machine deposits a 200 credit chip!</span>"
winnings = 200
if (symbol1 == "seven" && symbol2 == "seven" && symbol3 == "seven")
output = "<span class='notice'>Three sevens! The slot machine deposits a 500 credit chip!</span>"
winnings = 500
if (symbol1 == "diamond" && symbol2 == "diamond" && symbol3 == "diamond")
output = "<span class='notice'>Three diamonds! The slot machine deposits a 1000 credit chip!</span>"
winnings = 1000
if (symbol1 == "platinum coin" && symbol2 == "platinum coin" && symbol3 == "platinum coin")
output = "<span class='notice'>Three platinum coins! The slot machine deposits a platinum chip!</span>"
platinumwin = TRUE;
icon_state = initial(icon_state) // Set it back to the original iconstate.
if(!output) // Is there anything to output? If not, consider it a loss.
visible_message("Better luck next time!")
busy = FALSE
return
visible_message(output) //Output message
if(platinumwin) // Did they win the platinum chip?
new /obj/item/weapon/casin_platinum_chip(src.loc)
playsound(src.loc, 'sound/machines/slotmachine.ogg', 25, 1)
if(winnings) //Did the person win?
icon_state = "slotmachine_winning"
playsound(src.loc, 'sound/machines/slotmachine.ogg', 25, 1)
spawn(delaytime)
spawn_casinochips(winnings, src.loc)
icon_state = "slotmachine"
busy = FALSE //Set busy to false, we're done here fam.
/obj/structure/wheel_of_fortune
name = "wheel of fortune"
desc = "May fortune favour the lucky one!"
icon = 'icons/obj/casino.dmi'
icon_state = "wheel_of_fortune"
density = 1
anchored = 1
var/interval = 1
var/busy = 0
/obj/structure/wheel_of_fortune/verb/setinterval()
set name = "Change interval"
set category = "Object"
set src in view(1)
if(usr.incapacitated())
return
if(ishuman(usr) || istype(usr, /mob/living/silicon/robot))
interval = input("Put the desired interval (1-100)", "Set Interval") as num
if(interval>100 || interval<1)
usr << "<span class='notice'>Invalid interval.</span>"
return
usr << "<span class='notice'>You set the interval to [interval]</span>"
return
/obj/structure/wheel_of_fortune/attack_hand(mob/user as mob)
if (busy)
to_chat(user,"<span class='notice'>The wheel of fortune is already spinning!</span> ")
return
visible_message("<span class='notice'>\ [user] spins the wheel of fortune!</span>")
busy = 1
icon_state = "wheel_of_fortune_spinning"
var/result = rand(1,interval)
add_fingerprint(user)
spawn(5 SECONDS)
visible_message("<span class='notice'>The wheel of fortune stops spinning, the number is [result]!</span>")
busy=0
icon_state = "wheel_of_fortune"
/obj/structure/stripper_pole
name = "stripper pole"
icon = 'icons/obj/casino.dmi'
icon_state = "stripper_pole"
plane = MOB_PLANE
layer = BELOW_MOB_LAYER
density = 0
/obj/structure/stripper_pole/attack_hand(mob/user)
dance(user)
user.spin(32,2)
..()
/obj/structure/stripper_pole/proc/dance(mob/user)
if(layer == BELOW_MOB_LAYER)
layer = ABOVE_MOB_LAYER
else
layer = BELOW_MOB_LAYER
/obj/machinery/chemical_dispenser/deluxe
name = "deluxe drink dispenser"
desc = "The premium within dispenser for drinks, its made with bluespace technology!"
icon = 'icons/obj/casino.dmi'
icon_state = "deluxe_dispenser"
ui_title = "Deluxe Drink Dispenser"
accept_drinking = 1
/obj/machinery/chemical_dispenser/deluxe
dispense_reagents = list(
"water", "ice", "coffee", "cream", "tea", "icetea", "cola", "spacemountainwind", "dr_gibb", "space_up", "tonic",
"sodawater", "lemon_lime", "sugar", "orangejuice", "limejuice", "watermelonjuice", "thirteenloko", "grapesoda",
"coffee", "cafe_latte", "soy_latte", "hot_coco", "milk", "cream", "tea", "ice", "orangejuice", "lemonjuice",
"limejuice", "berryjuice", "mint", "matcha_latte", "lemon_lime", "sugar", "orangejuice", "limejuice", "sodawater",
"tonic", "beer", "kahlua", "whiskey", "wine", "vodka", "gin", "rum", "tequilla", "vermouth", "cognac",
"ale", "mead", "bitters", "champagne", "singulo", "doctor_delight", "nothing", "banana", "honey", "egg",
"coco", "cherryjelly", "carrot", "apple", "tomato", "nutbutter", "soymilk", "grenadine", "gingerale", "royrogers",
"patron", "goldschlager", "gelatin", "melonliquor", "bluecuracao", "thirteenloko", "deadrum", "sake", "acidspit",
"amasec", "beepsky_smash", "atomicbomb", "nuka_cola", "threemileisland", "manhattan_proj", "psilocybin", "moonshine",
"specialwhiskey", "unathiliquor", "winebrandy", "snaps"
)
/obj/machinery/chemical_dispenser/deluxe/full
spawn_cartridges = list(
/obj/item/weapon/reagent_containers/chem_disp_cartridge/water,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/ice,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/coffee,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/cream,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/tea,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/icetea,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/cola,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/smw,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/dr_gibb,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/spaceup,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/tonic,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/sodawater,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/lemon_lime,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/sugar,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/orange,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/lime,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/watermelon,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/lemon,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/coffee,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/cafe_latte,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/soy_latte,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/hot_coco,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/milk,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/cream,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/tea,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/ice,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/mint,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/orange,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/lemon,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/lime,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/berry,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/matcha_latte,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/lemon_lime,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/sugar,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/orange,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/lime,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/sodawater,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/tonic,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/beer,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/kahlua,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/whiskey,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/wine,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/vodka,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/gin,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/rum,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/tequila,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/vermouth,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/cognac,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/ale,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/mead,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/champagne,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/grapesoda,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/singulo,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/doctor_delight,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/nothing,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/banana,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/honey,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/egg,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/coco,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/cherryjelly,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/carrot,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/apple,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/tomato,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/nutbutter,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/soymilk,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/grenadine,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/gingerale,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/royrogers,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/patron,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/goldschlager,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/gelatin,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/melonliquor,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/bluecuracao,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/thirteenloko,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/deadrum,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/sake,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/acidspit,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/amasec,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/beepsky_smash,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/atomicbomb,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/nuka_cola,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/threemileisland,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/manhattan_proj,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/psilocybin,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/moonshine,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/specialwhiskey,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/unathiliquor,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/winebrandy,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/snaps
)
/obj/machinery/chemical_dispenser/deluxe/New()
..()
if(spawn_cartridges)
for(var/type in spawn_cartridges)
add_cartridge_deluxe(new type(src))
/obj/machinery/chemical_dispenser/deluxe/examine(mob/user)
user << desc
user << "It has [cartridges.len] cartridges installed, and has space for [DISPENSER_MAX_CARTRIDGES - cartridges.len] more."
/obj/machinery/chemical_dispenser/deluxe/proc/add_cartridge_deluxe(obj/item/weapon/reagent_containers/chem_disp_cartridge/C, mob/user)
if(!istype(C))
if(user)
user << "<span class='warning'>\The [C] will not fit in \the [src]!</span>"
return
if(cartridges.len >= DISPENSER_MAX_CARTRIDGES)
if(user)
user << "<span class='warning'>\The [src] does not have any slots open for \the [C] to fit into!</span>"
return
if(!C.label)
if(user)
user << "<span class='warning'>\The [C] does not have a label!</span>"
return
if(cartridges[C.label])
if(user)
user << "<span class='warning'>\The [src] already contains a cartridge with that label!</span>"
return
if(user)
user.drop_from_inventory(C)
user << "<span class='notice'>You add \the [C] to \the [src].</span>"
C.loc = src
cartridges[C.label] = C
cartridges = sortAssoc(cartridges)
nanomanager.update_uis(src)
/obj/machinery/chemical_dispenser/deluxe/attackby(obj/item/weapon/W, mob/user)
if(istype(W, /obj/item/weapon/wrench))
playsound(src, W.usesound, 50, 1)
user << "<span class='notice'>You begin to [anchored ? "un" : ""]fasten \the [src].</span>"
if (do_after(user, 20 * W.toolspeed))
user.visible_message(
"<span class='notice'>\The [user] [anchored ? "un" : ""]fastens \the [src].</span>",
"<span class='notice'>You have [anchored ? "un" : ""]fastened \the [src].</span>",
"You hear a ratchet.")
anchored = !anchored
else
user << "<span class='notice'>You decide not to [anchored ? "un" : ""]fasten \the [src].</span>"
else if(istype(W, /obj/item/weapon/reagent_containers/chem_disp_cartridge))
add_cartridge_deluxe(W, user)
else if(istype(W, /obj/item/weapon/screwdriver))
var/label = input(user, "Which cartridge would you like to remove?", "Chemical Dispenser") as null|anything in cartridges
if(!label) return
var/obj/item/weapon/reagent_containers/chem_disp_cartridge/C = remove_cartridge(label)
if(C)
user << "<span class='notice'>You remove \the [C] from \the [src].</span>"
C.loc = loc
playsound(src, W.usesound, 50, 1)
else if(istype(W, /obj/item/weapon/reagent_containers/glass) || istype(W, /obj/item/weapon/reagent_containers/food))
if(container)
user << "<span class='warning'>There is already \a [container] on \the [src]!</span>"
return
var/obj/item/weapon/reagent_containers/RC = W
if(!accept_drinking && istype(RC,/obj/item/weapon/reagent_containers/food))
user << "<span class='warning'>This machine only accepts beakers!</span>"
return
if(!RC.is_open_container())
user << "<span class='warning'>You don't see how \the [src] could dispense reagents into \the [RC].</span>"
return
container = RC
user.drop_from_inventory(RC)
RC.loc = src
user << "<span class='notice'>You set \the [RC] on \the [src].</span>"
nanomanager.update_uis(src) // update all UIs attached to src
else
return ..()
/obj/machinery/vending/deluxe_boozeomat
name = "Deluxe Drink Distributor"
desc = "A top of the line and experimental drink vendor, it uses bluespace technology for storage!"
icon = 'icons/obj/casino.dmi'
icon_state = "deluxe_boozeomat"
icon_deny = "deluxe_boozeomat_deny"
products = list(/obj/item/weapon/reagent_containers/food/drinks/glass2/square = 25,
/obj/item/weapon/reagent_containers/food/drinks/glass2/rocks = 25,
/obj/item/weapon/reagent_containers/food/drinks/glass2/shake = 25,
/obj/item/weapon/reagent_containers/food/drinks/glass2/cocktail = 25,
/obj/item/weapon/reagent_containers/food/drinks/glass2/shot = 25,
/obj/item/weapon/reagent_containers/food/drinks/glass2/pint = 25,
/obj/item/weapon/reagent_containers/food/drinks/glass2/mug = 25,
/obj/item/weapon/reagent_containers/food/drinks/glass2/wine = 25,
/obj/item/weapon/reagent_containers/food/drinks/metaglass = 25,
/obj/item/weapon/reagent_containers/food/drinks/metaglass/metapint = 25,
/obj/item/weapon/glass_extra/stick = 50,
/obj/item/weapon/glass_extra/straw = 50,
/obj/item/weapon/reagent_containers/food/drinks/bottle/gin = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/absinthe = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/bluecuracao = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/cognac = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/grenadine = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/kahlua = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/melonliquor = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/rum = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/sake = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/specialwhiskey = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/tequilla = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/vermouth = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/vodka = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/wine = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/redeemersbrew = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/patron = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/goldschlager = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/champagne = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/snaps = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/holywater = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/small/ale = 50,
/obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer = 50,
/obj/item/weapon/reagent_containers/food/drinks/cans/tonic = 50,
/obj/item/weapon/reagent_containers/food/drinks/cans/gingerale = 50,
/obj/item/weapon/reagent_containers/food/drinks/cans/sodawater = 50,
/obj/item/weapon/reagent_containers/food/drinks/tea = 50,
/obj/item/weapon/reagent_containers/food/drinks/bottle/cola = 15,
/obj/item/weapon/reagent_containers/food/drinks/bottle/space_up = 15,
/obj/item/weapon/reagent_containers/food/drinks/bottle/space_mountain_wind = 15,
/obj/item/weapon/reagent_containers/food/drinks/bottle/orangejuice = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/tomatojuice = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/limejuice = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/lemonjuice = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/applejuice = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/milk = 10,
/obj/item/weapon/reagent_containers/food/drinks/bottle/cream = 10,
/obj/item/weapon/reagent_containers/food/drinks/ice = 10,
/obj/item/weapon/reagent_containers/food/drinks/flask/barflask = 10,
/obj/item/weapon/reagent_containers/food/drinks/flask/vacuumflask = 10)
contraband = list()
vend_delay = 15
idle_power_usage = 300
req_access = list(access_bar)
req_log_access = access_bar
has_logs = 1
/obj/machinery/vending/deluxe_dinner
name = "Deluxe Dining Distributor"
desc = "A top of the line and experimental food vendor, it uses bluespace technology for storage!"
icon = 'icons/obj/casino.dmi'
icon_state = "deluxe_dining"
icon_deny = "deluxe_dining_deny"
products = list(/obj/item/weapon/tray = 8,
/obj/item/weapon/material/kitchen/utensil/fork = 15,
/obj/item/weapon/material/knife/plastic = 15,
/obj/item/weapon/material/kitchen/utensil/spoon = 15,
/obj/item/weapon/material/kitchen/rollingpin = 5,
/obj/item/weapon/material/knife = 5,
/obj/item/weapon/material/knife/butch = 3,
/obj/item/clothing/suit/chef/classic = 3,
/obj/item/weapon/storage/bag/food = 3,
/obj/item/weapon/storage/toolbox/lunchbox = 10,
/obj/item/weapon/storage/toolbox/lunchbox/heart = 10,
/obj/item/weapon/storage/toolbox/lunchbox/cat = 10,
/obj/item/weapon/storage/toolbox/lunchbox/nt = 10,
/obj/item/weapon/storage/toolbox/lunchbox/mars = 10,
/obj/item/weapon/storage/toolbox/lunchbox/cti = 10,
/obj/item/weapon/storage/toolbox/lunchbox/nymph = 10,
/obj/item/weapon/storage/toolbox/lunchbox/syndicate = 10,
/obj/item/weapon/reagent_containers/food/snacks/bigbiteburger = 30,
/obj/item/weapon/reagent_containers/food/snacks/meatsteak = 30,
/obj/item/weapon/reagent_containers/food/snacks/fries = 30,
/obj/item/weapon/reagent_containers/food/snacks/onionrings = 30,
/obj/item/weapon/reagent_containers/food/snacks/cheeseburrito= 30,
/obj/item/weapon/reagent_containers/food/snacks/enchiladas= 30,
/obj/item/weapon/reagent_containers/food/snacks/meatburrito= 30,
/obj/item/weapon/reagent_containers/food/snacks/taco= 30,
/obj/item/weapon/reagent_containers/food/snacks/cheesenachos= 30,
/obj/item/weapon/reagent_containers/food/snacks/cubannachos= 30,
/obj/item/weapon/reagent_containers/food/snacks/tamales = 30,
/obj/item/weapon/reagent_containers/food/snacks/bigos = 30,
/obj/item/weapon/reagent_containers/food/snacks/concha = 30,
/obj/item/weapon/reagent_containers/food/snacks/pandenata = 30,
/obj/item/weapon/reagent_containers/food/snacks/tocino = 30,
/obj/item/weapon/reagent_containers/food/snacks/stew= 20,
/obj/item/weapon/reagent_containers/food/snacks/roastbeef = 20,
/obj/item/weapon/reagent_containers/food/snacks/aesirsalad = 20,
/obj/item/weapon/reagent_containers/food/snacks/sliceable/sushi = 20,
/obj/item/weapon/reagent_containers/food/snacks/kitsuneudon = 20,
/obj/item/weapon/reagent_containers/food/snacks/baguette = 30,
/obj/item/weapon/reagent_containers/food/snacks/appletart = 30,
/obj/item/weapon/reagent_containers/food/snacks/muffin = 30,
/obj/item/weapon/reagent_containers/food/snacks/berrymuffin = 30,
/obj/item/weapon/reagent_containers/food/snacks/cherrypie = 30,
/obj/item/weapon/reagent_containers/food/snacks/cookie = 30,
/obj/item/weapon/reagent_containers/food/snacks/croissant = 30,
/obj/item/weapon/reagent_containers/food/snacks/pie = 30,
/obj/item/weapon/reagent_containers/food/snacks/poppypretzel = 30,
/obj/item/weapon/reagent_containers/food/snacks/sugarcookie = 30,
/obj/item/weapon/reagent_containers/food/snacks/waffles = 30,
/obj/item/weapon/reagent_containers/food/snacks/sliceable/applecake = 10,
/obj/item/weapon/reagent_containers/food/snacks/sliceable/birthdaycake = 10,
/obj/item/weapon/reagent_containers/food/snacks/sliceable/carrotcake = 10,
/obj/item/weapon/reagent_containers/food/snacks/sliceable/cheesecake = 10,
/obj/item/weapon/reagent_containers/food/snacks/sliceable/chocolatecake = 10,
/obj/item/weapon/reagent_containers/food/snacks/sliceable/lemoncake = 10,
/obj/item/weapon/reagent_containers/food/snacks/sliceable/limecake = 10,
/obj/item/weapon/reagent_containers/food/snacks/sliceable/orangecake = 10,
/obj/item/weapon/reagent_containers/food/snacks/sliceable/plaincake = 10)
contraband = list()
vend_delay = 15
idle_power_usage = 300
req_access = list(access_bar)
req_log_access = access_bar
has_logs = 1
/obj/item/weapon/book/manual/casino
name = "A dummy guide to losing your thalers"
icon = 'icons/obj/casino.dmi'
icon_state ="casinomanual"
author = "Sleazy Serpent Saren"
title = "A dummy guide to losing your thalers"
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
h2 {font-size: 15px; margin: 15px 0px 5px;}
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ol {margin: 5px; padding: 0px 15px;}
body {font-size: 13px; font-family: Verdana;}
</style>
</head>
<body>
<h1><a name="Contents">Contents</a></h1>
<ol>
<li><a href="#Foreword">Foreword: Welcome to gambling!</a></li>
<li><a href="#Blackjack">Blackjack</a></li>
<li><a href="#Roulette">Roulette</a></li>
<li><a href="#Poker">Poker</a></li>
<li><a href="#Prizes">Prizes</a></li>
<li><a href="#SentientPrizes">Sentient prizes</a></li>
</ol>
<br>
<h1><a name="Foreword">Foreword: Welcome to gambling!</a></h1>
In this book I'll teach you all about how to gamble your money away or at least get lucky and win some! This book also has a handy little overview of the prizes one can earn and the limitations of what can do with the living and breathing ones.<br>
(This book will also contain out of character information to help people be aware of how touchy subjects like sentient prizes are to be handled.)
<h1><a name="Blackjack">Blackjack</a></h1>
First up is the classic sport of blackjack, blackjack is played normally between a gambler and a dealer, the goal is to have the higher number than the opponent but not go above 21 or it will be a bust and one loses automatically. <br>
The values of cards are as follow:
<ul>
<li>Ace - 1 or 11, can be freely decided at any moment</li>
<li>2 - 10 - value coresponding to their number</li>
<li>All face cards including joker - Value of 10</li>
</ul>
A game of blackjack begins with the dealer giving the gambler two cards, in normal blackjack all cards dealt to gambler and dealer are always shown. The two cards dealt have their values put together, the gambler has three choices, stand, hit, or double down.
<ul>
<li>Stand - Gambler or dealer decides not to draw any more cards and it becomes the dealers turn or ends.</li>
<li>Hit - 10 - The dealer draws a new card, adding to the existing hand, if its a bust the game will end and they will lose.</li>
<li>Double down - A risky move the gambler can do, the dealer draws one more card and the bet is doubled, but no more cards can be drawn and it becomes the dealer's turn.</li>
</ul>
When it becomes the dealer's turn they do the same as the gambler, though their only goal is to get a higher or equal value to gambler. The dealer cant double down, and the large majority of casino's has the rule that a dealer cant draw anymore cards once they reach or go above a value. The most common value is 17, and there are two variants to that rule, soft and hard 17.
<ul>
<li>Soft 17 - If the gambler gets 17, they can draw another card.</li>
<li>Hard 17 - They dealer must stop if they get a value of 17.</li>
</ul>
The casino who supplies this version of the manual follows the rule of hard 17. <br>
The game ends when the dealer busts, reaches the threshold of what they are allowed to draw, or if they get a higher value than the gambler. Again, the one who has the highest value that isnt higher than 21 wins, but if both has the same value no one wins and the bet goes back to the gambler. <br>
And thats it! Now go out there and gamble your savings away! This casino allows bets between 5 and 50 with double down ignoring that limit!
<h1><a name="Roulette">Roulette</a></h1>
So this game of roulette is all about chance! what happens is that people bet on different odds and hope for the best as the dealer rolls the ball and makes that roulette thingy make than fun addicting spin! Once it lands on something its either bust or payout! Pretty simple, right? <br>
Everyone starts by putting their bets down, people can bet more than once before the ball goes rolling, the odds and their payoffs are these:
<ul>
<li>Single number - 35/1 payoff - The most unlikely one to get, but if the ball lands on your number, then youre loaded!</li>
<li>Split Number - 17/1 - Choose an interval of 2, not very likely and therefore big reward!</li>
<li>Row - 11/1 - Choose an interval of 3, more likely so not the biggest outcome!</li>
<li>Split - 8/1 - Choose an interval of 4, not gonna win big time.</li>
<li>Split row - 5/1 - Choose an interval of 6, getting to the safer bets.</li>
<li>Column - 2/1 - Choose an interval of 12, boring, but likely.</li>
<li>Red/Black or even/odd numbers - 1/1 - Odd or even numbers explains themselves. Red numbers are from 0 to 11 and 18 to 29 while the rest is black. These are the safest bets there are!</li>
</ul>
Theres not much more to it! Bets made, ball rolls, number announced, people win, people lose! Bets allowed here are from 1 to 25 per bet. Oh, im also being told this casino has the fancy rule that if ball lands on 0, one wins at least one bet no matter what it is! So lets hope you got that big bet on a single number!
<h1><a name="Poker">Poker</a></h1>
Aaah yes, good old poker. This casino runs by the rules of texas hold em, though the might be a little modified to be simpler for the average joe. In a game of poker it can be a single gambler and a dealer against each other, but most often its the dealer making the game proceed while several gamblers fights tooth and nail to steal each others chips, but the dealer can still join in on the free for all if they so wish! <br>
To simply explain the game, people gamble with each other, a game of trying to get the best hand and raise bets or back out depending on what the outcome may be. The game starts with everyone betting a certain amount, it can be 5 or 10 chips depending on dealer, but if one wants to join, there needs to be chips on that table! Once everyone has made their initial bet, everyone gets two cards face down, these are kept hidden, no one not even dealer gets to see players cards until the end, not even folded cards are to be shown unless wanted to, sometimes its better making people unsure if you dropped out with bad cards or if you have other motives, deception is a large part of this game! <br>
With everyone having cards dealt, its time for the dealer to lay three on the table face up, these cards are 3 of 5 cards in the community pool, everyone can use these cards to make sets like pairs and such, this doesnt mean they are taken, multiple people can use the same community card for their own sets! <br>
With the community having three we enter the second betting stage, here people have two options, standing or raising. Standing means you dont want to raise, raising explains itself, though if someone bets, people have three options, commit putting the chips in to risk as much as the raised bet, but if one doesnt have enough, then they can still go all in with their remaining chips, one can also drop out if its too risky, the chips bet will remain on the table, but at least you wont lose more eh? Final one is to raise further, sometimes people can dare each other to raise more, but its not allowed for someone to raise, then raise further if no one else raises after them! <br>
As said earlier, we got like a community pool of 5 cards total, this time another card is revealed and we enter a new betting phase, then the final fifth card is revealed and final bets are made, and then the cards are revealed so it can be determined who has the best hand! If two or more have equally good sets, then the chips are split evenly between them. <br>
But notice, if someone is left because everyone else didnt dare to raise with their bet, they can decide to not reveal their hand, they might have had a winning hand, or maybe its terrible and they just bluffed their way to victory, only they know and can decide if they want to expose their cards to gloat or confuse their opponents. So in summary, the game can be simple, but hard to master! <br><br>
And here is the order of winning hands folks!
<ul>
<li>Royal flush - The big and best one, this is a set of a 10, Ace, Knave/Jack, Queen and King of the same suit.</li>
<li>Straight flush - This one is also definently a winner, though can be easier to get as it just needs to be five cards making a sraight of the same suit, an example being black 3 to 7.</li>
<li>Four of a kind - Nice one, if you get this then you got a good chance to win. The value of the cards determine who wins, so ace is the best followed by king, queen and jack, then the peasant number cards!</li>
<li>Full House - This one is good, but it requires you have three of a kind and a two of a kind, obviously value is part of the house, so the best roof is made of Ace with king making a strong foundation!</li>
<li>Flush - This one requires the gambler to have 5 cards of a suit, not in any order, but the highest value card determines worth, so hope you got an Ace in your combo!</li>
<li>Straight - Its like the royal flush, but can be any suits in combo, Ace can be lowest from Ace to 5 or highest from 10 to Ace!</li>
<li>Three of a kind - Explains itself well enough, get three together and you got something going, lets hope you can build a house!</li>
<li>Two pairs - You almost got yourself a house! But at least at this point its something!</li>
<li>A pair - The worst set you can get, but you might be extremely lucky and have this while others have an inferior pair or the worst possible hand ever which is...</li>
<li>High card - The absolute worst, if you cant get any of those sets, then you got this sad case, if a game mananages to end with no one getting a set, then the one with the highest value cards wins!</li>
</ul>
Wew, what a long lesson, but thats how one does the Texas hold em here at this casino, hope you guys have fun winning and losing your hard earned cash with this one!
<h1><a name="Prizes">Prizes</a></h1>
Hey folks, welcome to the prize section! This part is definently important for you folks operating the prize booth! First off I wanna tell you some great news! Nanotransen has gone along with a nice deal that allows crew to occasionally keep their hard earned rewards on station for a limited time, now you can enjoy your new fancy toolbelt or bluespace beaker for more than just the shift where the casino comes around! <br>
((Be aware, there can be limitations on how many rewards you get to keep after the shift, it might be unfair if some shows up and wins one thing, while they watch as command staff crew with high background income as well as hyperactive miners walks home with 20 prizes they get to enjoy while having almost done no gambling at all.)) <br><br>
Lets get to the prizes and exchange rate before we get started on the stuff specifically for the booth operators, so heres the current prizes one can win and their costs! Be aware there might be new prizes or absent ones from time to time! <br>
EXCHANGE RATE <br>
FROM = TO <br>
10 Thalers = 1 casino chip <br>
1 casino chip = 5 Thalers <br> <br>
The special sentient prize is 100 chips! More about it in section below! <br> <br>
Melee weapons
<ul>
<li>scepter 1000</li>
<li>wolfgirl sword replica 200</li>
<li>chain of command 200</li>
</ul>
Guns and 'guns' ((disclaimer, giving out guns will mean you get a weapons license as well with the shifts you have it, abusing these weapons will quickly get them removed!))
<ul>
<li>sizegun 100</li>
<li>advanced anti particle rifle 500</li>
<li>anti particle cannon 750</li>
<li>temperature gun 250</li>
<li>alien pistol 500</li>
<li>floral somatoray 250</li>
<li>frontier phaser 500</li>
</ul>
Gear
<ul>
<li>alien belt 500</li>
<li>alien enhancement vest 750</li>
<li>cryostasis beaker 200</li>
<li>bluespace beaker 200</li>
<li>Vey-med NIF 250 ((This one isnt taken away at the end of the reward period!))</li>
</ul>
Accessories
<ul>
<li>The monocoole 500</li>
<li>chameleon black tie 300</li>
<li>grand star necklace 50</li>
</ul>
Masks - ALL MASK ARE 50 except chameleon!
<ul>
<li>Shark mask</li>
<li>Pig mask</li>
<li>Luchador mask</li>
<li>Horse mask</li>
<li>Goblin mask</li>
<li>Fake moustache</li>
<li>Dolphin mask</li>
<li>Demon mask</li>
<li>Chameleon gas mask 300</li>
</ul>
Costumes - All costumes are 150!
<ul>
<li>Corgi (corgi suit + corgi hood)</li>
<li>Sexy clown</li>
<li>nyan girl</li>
<li>Wizard</li>
<li>Chicken</li>
<li>Carp (carp suit + carp head)</li>
<li>Sexy mime</li>
<li>Pirate</li>
<li>Commie</li>
<li>Plague doctor</li>
<li>Imperium monk</li>
<li>Cute witch</li>
<li>Gladiator</li>
</ul>
Toys and misc - ALL THESE ARE 50
<ul>
<li>Toy sword</li>
<li>Water flower</li>
<li>Stick horse</li>
<li>Replica katana</li>
<li>Magic conch</li>
<li>Magic 8-ball</li>
<li>Foam sword</li>
<li>Foam crossbow (with 5 bolts)</li>
<li>Bosun's whistle</li>
<li>Golden cup</li>
<li>Havana cigar case</li>
<li>Cute witch</li>
<li>Gladiator</li>
</ul>
Booze - ALL BOOZE IS 50
<ul>
<li>Redeemer brew</li>
<li>Warlock velvet</li>
<li>Wrapp artiste patron</li>
<li>Flask of holy water</li>
<li>College girl goldschlager</li>
<li>Gilthari luxury champagne</li>
<li>Bottle of nothing</li>
<li>Special blend whiskey</li>
<li>Akvavit</li>
</ul>
Thats it for prizes! <br><br>
Now comes the part for the both operators, you got a very important job, it has a lot of responsibility, so it means that you gotta put that first before your own fun, cause unless you do it, a lot of folks are gonna be left sad and dissappointed they cant get any goodies! But the process is simple and can be quick, someone comes to you, they want some chips, or thalers back or a prize, you simply check this nice guide above to determine cost and ask for the amount of thalers or chips needed, if its a prize, then you follow this procedure:
<ol>
<li>First get the thalers or chips for payment.</li>
<li>Before giving the prize you take out your prize winner folder and a piece of paper, this paper will be named after the one getting the reward and will have further prizes noted down into it, so make sure its safe in that folder!</li>
<li>You write at the top of the document the winner's name, then below write in big letters 'PRIZES' and put each new reward on its own line! ((You skip to a new line by writing < br > without the space between the br and the clamps))</li>
<li>Once written down, you just put the paper back in the folder and hand over the prize!</li>
</ol>
((When shift is nearing its end you pray to staff or DM the one responsible for the event, they will get the folder and copy paste all the reward info before shift is over and ensure people get their rewards. This is a very important job and we understand it might not be so fun being restricted during an event, but just like the rest of volunteer staff, you get rewarded with guaranteed prizes to enjoy after the shift for being a big help!)) <br>
((This gets to the sour part, cheating and giving others and yourself free prizes and/or chips is absolutely forbidden, this has OOC consequences and will likely blacklist you from being important roles in future events. Though dont fear getting punished even if you havent done anything wrong, we will rather let cheaters slip than let honest players get wrongfully punished!))
<h1><a name="SentientPrizes">Sentient prizes</a></h1>
Goodness me this is quite the casino huh? Who would have thought one could win other people as a prize? Well you can do just about anything you want with them! Be it just company, some less children friendly company, heck you can even eat them or make them eat you! The options and possibilities are quite frankly limitless! <br>
Now you might ask, how does one get these fancy prizes? Well they can be obtained by checking in at the exchange both and see the list of prizes, there might be none, there might be many, it depends on volunteers and losers! This brings us first to volunteers and then to losers! <br>
Volunteering is simple! Anyone can walk up to the booth and ask to be a sentient prize, what this means is that you get a nice sum of 250 chips for you to do whatever you want, but someone might come at any point and claim you! <br>
Losers are obtained differently, if youre completly busted and have nothing left, you become a prize that the one you lost to can do whatever they want with, this means both gamblers and dealers can end up as a prize, though if for whatever reason you dont become their prize, you get added to the list for someone else to enjoy. Becoming a prize means you also get 100 chips in compensation! <br><br>
((Sour part again, but very important. These sentient prizes can be fun, but one thing always dictates how these things goes down, preferences and ooc wants. If preferences dont line up and people dont agree to do winner/loser scene it becomes sentient prize on list. And someone cant win a prize if the prize ooc doesnt want to do what the winner wants to do. We still wish people to try and reach out and try things with new people and/or new things they are comfortable doing, but never shall anyone be forced into a situation they dont want!))
</body>
</html>
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View File
@@ -13,6 +13,7 @@
icon = 'icons/obj/jukebox.dmi'
icon_state = "jukebox2-nopower"
var/state_base = "jukebox2"
var/jukebox_edition = "default"
anchored = 1
density = 1
power_channel = EQUIP
@@ -33,6 +34,12 @@
var/list/datum/track/tracks = list() // Available tracks
var/list/datum/track/secret_tracks = list() // Only visible if hacked
/obj/machinery/media/jukebox/casinojukebox
name = "space casino jukebox"
icon = 'icons/obj/casino.dmi'
icon_state = "casinojukebox-nopower"
state_base = "casinojukebox"
/obj/machinery/media/jukebox/New()
..()
default_apply_parts()
@@ -56,6 +63,24 @@
secret_tracks |= T
else
tracks |= T
if(T.casino)
tracks -= T
return
// On initialization, copy our tracks from the global list
/obj/machinery/media/jukebox/casinojukebox/initialize()
. = ..()
if(all_jukebox_tracks.len < 1)
stat |= BROKEN // No tracks configured this round!
return
// Ootherwise load from the global list!
for(var/datum/track/T in all_jukebox_tracks)
if(!T.casino)
tracks -= T
secret_tracks -= T
if(T.casino)
tracks |= T
return
/obj/machinery/media/jukebox/process()
+4 -1
View File
@@ -119,7 +119,10 @@
searchedby += user.ckey
I.forceMove(get_turf(src))
to_chat(H,"<span class='notice'>You found \a [I]!</span>")
var/disturbed_sleep = rand(1,100) //spawning of mobs, for now only the trash panda.
if(disturbed_sleep <= 5)
new /mob/living/simple_animal/raccoon(get_turf(user),name)
visible_message("A raccoon jumps out of the trash!.")
else
return ..()
+9 -1
View File
@@ -11,4 +11,12 @@
var/image/so_far = ..()
so_far.pixel_y += 16
so_far.pixel_x += 0
return so_far
return so_far
/obj/item/clothing/head/soft/purple/wah
name = "assistant cap"
desc = "What a lovely purple cap, its said its given out as a trophy to assistants. Why does that sound so depressing?"
icon_state = "wahcap"
item_state_slots = list(slot_r_hand_str = "wahcap", slot_l_hand_str = "wahcap")
icon = 'icons/obj/clothing/hats_vr.dmi'
icon_override = 'icons/mob/head_vr.dmi'
+13 -1
View File
@@ -853,4 +853,16 @@
/obj/item/clothing/under/cohesion/hazard
name = "hazard cohesion suit"
desc = "An orange cohesion suit with yellow hazard stripes intended to assist Prometheans in maintaining their form and prevent direct skin exposure."
icon_state = "cohesionsuit_hazard"
icon_state = "cohesionsuit_hazard"
/obj/item/clothing/under/sexybunny_white
name = "Bunny girl suit"
desc = "this seems to come with extra padding, exaggerating the chest some."
icon_state = "sexybunny_white"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
/obj/item/clothing/under/sexybunny_black
name = "Bunny girl suit"
desc = "this seems to come with extra padding, exaggerating the chest some."
icon_state = "sexybunny_black"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
+173
View File
@@ -0,0 +1,173 @@
/obj/item/weapon/spacecasinocash
name = "broken casino chip"
desc = "It's worth nothing in a casino."
gender = PLURAL
icon = 'icons/obj/casino.dmi'
icon_state = "spacecasinocash1"
opacity = 0
density = 0
anchored = 0.0
force = 1.0
throwforce = 1.0
throw_speed = 1
throw_range = 2
w_class = ITEMSIZE_SMALL
var/access = list()
access = access_crate_cash
var/worth = 0
/obj/item/weapon/spacecasinocash/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/spacecasinocash))
if(istype(W, /obj/item/weapon/spacecasinocash/ewallet)) return 0
var/obj/item/weapon/spacecasinocash/SC = W
SC.adjust_worth(src.worth)
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/h_user = user
h_user.drop_from_inventory(src)
h_user.drop_from_inventory(SC)
h_user.put_in_hands(SC)
user << "<span class='notice'>You combine the casino chips to a stack of [SC.worth] of credits.</span>"
qdel(src)
/obj/item/weapon/spacecasinocash/update_icon()
overlays.Cut()
name = "[worth] casino credit\s"
if(worth in list(1000,500,200,100,50,20,10,1))
icon_state = "spacecasinocash[worth]"
desc = "It's a stack of casino chips with a combined value of [worth] credits."
return
var/sum = src.worth
var/num = 0
for(var/i in list(1000,500,200,100,50,20,10,1))
while(sum >= i && num < 50)
sum -= i
num++
var/image/banknote = image('icons/obj/casino.dmi', "spacecasinocash[i]")
var/matrix/M = matrix()
M.Translate(rand(-6, 6), rand(-4, 8))
M.Turn(pick(-45, -27.5, 0, 0, 0, 0, 0, 0, 0, 27.5, 45))
banknote.transform = M
src.overlays += banknote
if(num == 0) // Less than one credit, let's just make it look like 1 for ease
var/image/banknote = image('icons/obj/casino.dmi', "spacecasinocash1")
var/matrix/M = matrix()
M.Translate(rand(-6, 6), rand(-4, 8))
M.Turn(pick(-45, -27.5, 0, 0, 0, 0, 0, 0, 0, 27.5, 45))
banknote.transform = M
src.overlays += banknote
src.desc = "They are worth [worth] of credits."
/obj/item/weapon/spacecasinocash/proc/adjust_worth(var/adjust_worth = 0, var/update = 1)
worth += adjust_worth
if(worth > 0)
if(update)
update_icon()
return worth
else
qdel(src)
return 0
/obj/item/weapon/spacecasinocash/proc/set_worth(var/new_worth = 0, var/update = 1)
worth = max(0, new_worth)
if(update)
update_icon()
return worth
/obj/item/weapon/spacecasinocash/attack_self()
var/amount = input(usr, "How much credits worth of chips do you want to take? (0 to [src.worth])", "Take chips", 20) as num
amount = round(Clamp(amount, 0, src.worth))
if(!amount)
return
adjust_worth(-amount)
var/obj/item/weapon/spacecasinocash/SC = new (usr.loc)
SC.set_worth(amount)
usr.put_in_hands(SC)
/obj/item/weapon/spacecasinocash/c1
name = "1 credit casino chip"
icon_state = "spacecasinocash1"
desc = "It's worth 1 credit."
worth = 1
/obj/item/weapon/spacecasinocash/c10
name = "10 credit casino chip"
icon_state = "spacecasinocash10"
desc = "It's worth 10 credits."
worth = 10
/obj/item/weapon/spacecasinocash/c20
name = "20 credit casino chip"
icon_state = "spacecasinocash20"
desc = "It's worth 20 credits."
worth = 20
/obj/item/weapon/spacecasinocash/c50
name = "50 credit casino chip"
icon_state = "spacecasinocash50"
desc = "It's worth 50 credits."
worth = 50
/obj/item/weapon/spacecasinocash/c100
name = "100 credit casino chip"
icon_state = "spacecasinocash100"
desc = "It's worth 100 credits."
worth = 100
/obj/item/weapon/spacecasinocash/c200
name = "200 credit casino chip"
icon_state = "spacecasinocash200"
desc = "It's worth 200 credits."
worth = 200
/obj/item/weapon/spacecasinocash/c500
name = "500 credit casino chip"
icon_state = "spacecasinocash500"
desc = "It's worth 500 credits."
worth = 500
/obj/item/weapon/spacecasinocash/c1000
name = "1000 credit casino chip"
icon_state = "spacecasinocash1000"
desc = "It's worth 1000 credits."
worth = 1000
proc/spawn_casinochips(var/sum, spawnloc, mob/living/carbon/human/human_user as mob)
var/obj/item/weapon/spacecasinocash/SC = new (spawnloc)
SC.set_worth(sum)
if (ishuman(human_user) && !human_user.get_active_hand())
human_user.put_in_hands(SC)
return
/obj/item/weapon/spacecasinocash/ewallet
name = "Casino chip card"
icon_state = "efundcard"
desc = "A casino card that can hold credits."
var/owner_name = "" //So the ATM can set it so the EFTPOS can put a valid name on transactions.
attack_self() return //Don't act
attackby() return //like actual
update_icon() return //space cash
/obj/item/weapon/spacecasinocash/ewallet/examine(mob/user)
..(user)
if (!(user in view(2)) && user!=src.loc) return
user << "<font color='#6F6FE2'>Casino chip card's owner: [src.owner_name]. credits remaining: [src.worth].</font>"
/obj/item/weapon/casin_platinum_chip
name = "platinum chip"
desc = "Ringa-a-Ding-Ding!"
icon = 'icons/obj/casino.dmi'
icon_state = "platinum_chip"
opacity = 0
density = 0
anchored = 0.0
force = 1.0
throwforce = 1.0
throw_speed = 1
throw_range = 2
w_class = ITEMSIZE_SMALL
+4 -1
View File
@@ -9,15 +9,17 @@
var/artist // Song's creator
var/duration // Song length in deciseconds
var/secret // Show up in regular playlist or secret playlist?
var/casino // Music for casino jukebox
var/lobby // Be one of the choices for lobby music?
/datum/track/New(var/url, var/title, var/duration, var/artist = "", var/secret = 0, var/lobby = 0)
/datum/track/New(var/url, var/title, var/duration, var/artist = "", var/secret = 0, var/lobby = 0, var/casino = 0)
src.url = url
src.title = title
src.artist = artist
src.duration = duration
src.secret = secret
src.lobby = lobby
src.casino = casino
/datum/track/proc/display()
var str = "\"[title]\""
@@ -58,6 +60,7 @@ var/global/list/all_lobby_tracks = list()
if(istext(entry["artist"]))
T.artist = entry["artist"]
T.secret = entry["secret"] ? 1 : 0
T.casino = entry["casino"] ? 1 : 0
T.lobby = entry["lobby"] ? 1 : 0
all_jukebox_tracks += T
if(T.lobby)
+2 -1
View File
@@ -33,7 +33,8 @@
"Fox" = "fox",
"Parrot" = "parrot",
"Rabbit" = "rabbit",
"Bear" = "bear" //VOREStation Edit
"Bear" = "bear", //VOREStation Edit
"Raccoon" = "raccoon" //Chompstation Edit
)
var/global/list/possible_say_verbs = list(
@@ -0,0 +1,63 @@
//raccoon
/mob/living/simple_animal/raccoon
name = "raccoon"
desc = "A raccoon, also known as a trash panda."
tt_desc = "E purgamentum raccoonus"
intelligence_level = SA_ANIMAL
icon = 'icons/mob/animal_vr.dmi'
icon_state = "raccoon"
item_state = "raccoon"
icon_living = "raccoon"
icon_dead = "raccoon_dead"
investigates = 1
specific_targets = 1 //Only targets with Found()
run_at_them = 0 //DOMESTICATED
view_range = 5
turns_per_move = 5
see_in_dark = 6
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "kicks"
min_oxy = 16 //Require atleast 16kPA oxygen
minbodytemp = 223 //Below -50 Degrees Celcius
maxbodytemp = 323 //Above 50 Degrees Celcius
speak_chance = 1
speak = list("HSSSSS")
speak_emote = list("purrs")
emote_see = list("shakes their head", "shivers","grooms self", "nibbles on some trash")
say_maybe_target = list("Hss?")
say_got_target = list("HSSSS!","REEER!")
meat_amount = 1
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
var/turns_since_scan = 0
var/mob/flee_target
/mob/living/simple_animal/raccoon/proc/handle_flee_target()
//see if we should stop fleeing
if (flee_target && !(flee_target in ListTargets(view_range)))
flee_target = null
GiveUpMoving()
if (flee_target && !stat && !buckled)
if (resting)
lay_down()
if(prob(25)) say("HSSSSS")
stop_automated_movement = 1
walk_away(src, flee_target, 7, 2)
/mob/living/simple_animal/raccoon/react_to_attack(var/atom/A)
if(A == src) return
flee_target = A
turns_since_scan = 5
/mob/living/simple_animal/raccoon/ex_act()
. = ..()
react_to_attack(src.loc)
@@ -56,3 +56,40 @@
health = 100
melee_damage_lower = 10
melee_damage_upper = 20
/mob/living/simple_animal/redpanda/alt
icon = 'icons/mob/vore48x48.dmi'
icon_state = "wah_alt"
icon_living = "wah_alt"
icon_dead = "wah_alt_dead"
pixel_x = -7
/mob/living/simple_animal/redpanda/alt/waaah
name = "waaah"
desc = "It's a waaah! Waaaaaaaaaah!"
tt_desc = "Ailurus waaahius"
icon_state = "wah_altwaaah"
icon_living = "wah_altwaaah"
icon_dead = "wah_altwaaah_dead"
maxHealth = 150
health = 150
response_help = "pats the"
response_disarm = "gently pushes aside the"
response_harm = "hits the"
harm_intent_damage = 5
melee_damage_lower = 5
melee_damage_upper = 2
attacktext = list("bapped rapidly!")
turns_per_move = 1
speak_chance = 25
speak = list("Waaah!",
"Waaah?",
"Waaaaaaaaaah!")
emote_hear = list("wahs!","wahs even more!")
emote_see = list("trundles around wahing","rears up onto their hind legs and wahs at everyone!")
@@ -103,3 +103,45 @@
chloral spawn_reagent = "chloralhydrate"
cryoxadone spawn_reagent = "cryoxadone"
clonexadone spawn_reagent = "clonexadone"
// Chems that are used but not meant for cargo supplies, at least for now.
champagne spawn_reagent = "champagne"
grapesoda spawn_reagent = "grapesoda"
singulo spawn_reagent = "singulo"
doctor_delight spawn_reagent = "doctor_delight"
nothing spawn_reagent = "nothing"
banana spawn_reagent = "banana"
honey spawn_reagent = "honey"
egg spawn_reagent = "egg"
coco spawn_reagent = "coco"
cherryjelly spawn_reagent = "cherryjelly"
carrot spawn_reagent = "carrot"
apple spawn_reagent = "apple"
tomato spawn_reagent = "tomato"
nutbutter spawn_reagent = "nutbutter" //ha
soymilk spawn_reagent = "soymilk"
grenadine spawn_reagent = "grenadine"
gingerale spawn_reagent = "gingerale"
royrogers spawn_reagent = "royrogers"
patron spawn_reagent = "patron"
goldschlager spawn_reagent = "goldschlager"
gelatin spawn_reagent = "gelatin"
melonliquor spawn_reagent = "melonliquor"
bluecuracao spawn_reagent = "bluecuracao"
thirteenloko spawn_reagent = "thirteenloko"
deadrum spawn_reagent = "deadrum"
sake spawn_reagent = "sake"
acidspit spawn_reagent = "acidspit"
amasec spawn_reagent = "amasec"
beepsky_smash spawn_reagent = "beepsky_smash"
atomicbomb spawn_reagent = "atomicbomb"
nuka_cola spawn_reagent = "nuka_cola"
threemileisland spawn_reagent = "threemileisland"
manhattan_proj spawn_reagent = "manhattan_proj"
psilocybin spawn_reagent = "psilocybin"
moonshine spawn_reagent = "moonshine"
specialwhiskey spawn_reagent = "specialwhiskey"
unathiliquor spawn_reagent = "unathiliquor"
winebrandy spawn_reagent = "winebrandy"
snaps spawn_reagent = "snaps"