Merge branch 'master' into fairylights

This commit is contained in:
Dahlular
2022-05-04 14:12:41 -06:00
111 changed files with 3251 additions and 611 deletions
@@ -249,6 +249,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
new/datum/stack_recipe("display case chassis", /obj/structure/displaycase_chassis, 5, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("loom", /obj/structure/loom, 10, time = 15, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("apiary", /obj/structure/beebox, 40, time = 50),\
new/datum/stack_recipe("nestbox", /obj/structure/nestbox, 4, time = 30, one_per_turf = TRUE, on_floor = TRUE),\
null, \
new/datum/stack_recipe("picture frame", /obj/item/wallframe/picture, 1, time = 10),\
new/datum/stack_recipe("mortar", /obj/item/reagent_containers/glass/mortar, 3), \
@@ -485,8 +486,8 @@ GLOBAL_LIST_INIT(cardboard_recipes, list ( \
null, \
new/datum/stack_recipe("colored brown", /obj/item/storage/box/brown), \
new/datum/stack_recipe("colored green", /obj/item/storage/box/green), \
new/datum/stack_recipe("colored red", /obj/item/storage/box/blue), \
new/datum/stack_recipe("colored blue", /obj/item/storage/box/red), \
new/datum/stack_recipe("colored red", /obj/item/storage/box/red), \
new/datum/stack_recipe("colored blue", /obj/item/storage/box/blue), \
new/datum/stack_recipe("colored yellow", /obj/item/storage/box/yellow), \
new/datum/stack_recipe("colored pink", /obj/item/storage/box/pink), \
new/datum/stack_recipe("colored purple", /obj/item/storage/box/purple), \
+40 -214
View File
@@ -613,12 +613,11 @@
if(prob(5))
name = "drone (760) action figure"
desc = "An action figure modeled after 'drone (760)', it seems to be a bit dusty."
/*
|| A Deck of Cards for playing various games of chance ||
*/
/obj/item/toy/cards
resistance_flags = FLAMMABLE
max_integrity = 50
@@ -636,7 +635,8 @@
playsound(src, 'sound/items/cardshuffle.ogg', 50, 1)
return BRUTELOSS
/obj/item/toy/cards/proc/apply_card_vars(obj/item/toy/cards/newobj, obj/item/toy/cards/sourceobj) // Applies variables for supporting multiple types of card deck
/obj/item/toy/cards/proc/apply_card_vars(obj/item/toy/cards/newobj, obj/item/toy/cards/sourceobj)
// Applies variables for supporting multiple types of card deck
if(!istype(sourceobj))
return
@@ -658,53 +658,24 @@
/obj/item/toy/cards/deck/proc/populate_deck()
icon_state = "deck_[deckstyle]_full"
for(var/i in 2 to 10)
cards += "[i] of Hearts"
cards += "[i] of Spades"
cards += "[i] of Clubs"
cards += "[i] of Diamonds"
cards += "King of Hearts"
cards += "King of Spades"
cards += "King of Clubs"
cards += "King of Diamonds"
cards += "Queen of Hearts"
cards += "Queen of Spades"
cards += "Queen of Clubs"
cards += "Queen of Diamonds"
cards += "Jack of Hearts"
cards += "Jack of Spades"
cards += "Jack of Clubs"
cards += "Jack of Diamonds"
cards += "Ace of Hearts"
cards += "Ace of Spades"
cards += "Ace of Clubs"
cards += "Ace of Diamonds"
var/_suits = list("Hearts", "Spades", "Clubs", "Diamonds")
var/_faces = list("Ace", "King", "Queen", "Jack")
for(var/suit in _suits)
for(var/i in 2 to 10)
cards += list(list(
"name" = "[i] of [suit]",
"icon_state" = "[i]of[lowertext(suit)]",
"rotation" = null,
"face_up" = null
))
for(var/i in _faces)
cards += list(list(
"name" = "[i] of [suit]",
"icon_state" = "[lowertext(i)]of[lowertext(suit)]",
"rotation" = null,
"face_up" = null
))
//ATTACK HAND IGNORING PARENT RETURN VALUE
//ATTACK HAND NOT CALLING PARENT
/obj/item/toy/cards/deck/attack_hand(mob/user)
draw_card(user)
/obj/item/toy/cards/deck/proc/draw_card(mob/user)
if(user.lying)
return
var/choice = null
if(cards.len == 0)
to_chat(user, "<span class='warning'>There are no more cards to draw!</span>")
return
var/obj/item/toy/cards/singlecard/H = new/obj/item/toy/cards/singlecard(user.loc)
if(holo)
holo.spawned += H // track them leaving the holodeck
choice = cards[1]
H.cardname = choice
H.parentdeck = src
var/O = src
H.apply_card_vars(H,O)
src.cards.Cut(1,2) //Removes the top card from the list
H.pickup(user)
user.put_in_hands(H)
user.visible_message("[user] draws a card from the deck.", "<span class='notice'>You draw a card from the deck.</span>")
update_icon()
/obj/item/toy/cards/deck/update_icon()
if(cards.len > original_size/2)
@@ -716,60 +687,6 @@
else if(cards.len == 0)
icon_state = "deck_[deckstyle]_empty"
/obj/item/toy/cards/deck/attack_self(mob/user)
if(cooldown < world.time - 50)
cards = shuffle(cards)
playsound(src, 'sound/items/cardshuffle.ogg', 50, 1)
user.visible_message("[user] shuffles the deck.", "<span class='notice'>You shuffle the deck.</span>")
cooldown = world.time
/obj/item/toy/cards/deck/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/toy/cards/singlecard))
var/obj/item/toy/cards/singlecard/SC = I
if(SC.parentdeck == src)
if(!user.temporarilyRemoveItemFromInventory(SC))
to_chat(user, "<span class='warning'>The card is stuck to your hand, you can't add it to the deck!</span>")
return
cards += SC.cardname
user.visible_message("[user] adds a card to the bottom of the deck.","<span class='notice'>You add the card to the bottom of the deck.</span>")
qdel(SC)
else
to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
update_icon()
else if(istype(I, /obj/item/toy/cards/cardhand))
var/obj/item/toy/cards/cardhand/CH = I
if(CH.parentdeck == src)
if(!user.temporarilyRemoveItemFromInventory(CH))
to_chat(user, "<span class='warning'>The hand of cards is stuck to your hand, you can't add it to the deck!</span>")
return
cards += CH.currenthand
user.visible_message("[user] puts [user.p_their()] hand of cards in the deck.", "<span class='notice'>You put the hand of cards in the deck.</span>")
qdel(CH)
else
to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
update_icon()
else
return ..()
/obj/item/toy/cards/deck/MouseDrop(atom/over_object)
. = ..()
var/mob/living/M = usr
if(!istype(M) || usr.incapacitated() || usr.lying)
return
if(Adjacent(usr))
if(over_object == M && loc != M)
M.put_in_hands(src)
to_chat(usr, "<span class='notice'>You pick up the deck.</span>")
else if(istype(over_object, /obj/screen/inventory/hand))
var/obj/screen/inventory/hand/H = over_object
if(M.putItemFromInventoryInHandIfPossible(src, H.held_index))
to_chat(usr, "<span class='notice'>You pick up the deck.</span>")
else
to_chat(usr, "<span class='warning'>You can't reach it from here!</span>")
/obj/item/toy/cards/cardhand
name = "hand of cards"
@@ -780,59 +697,9 @@
var/list/currenthand = list()
var/choice = null
/obj/item/toy/cards/cardhand/attack_self(mob/user)
var/list/handradial = list()
interact(user)
for(var/t in currenthand)
handradial[t] = image(icon = src.icon, icon_state = "sc_[t]_[deckstyle]")
if(usr.stat || !ishuman(usr))
return
var/mob/living/carbon/human/cardUser = usr
var/O = src
var/choice = show_radial_menu(usr,src, handradial, custom_check = CALLBACK(src, .proc/check_menu, user), radius = 36, require_near = TRUE)
if(!choice)
return FALSE
var/obj/item/toy/cards/singlecard/C = new/obj/item/toy/cards/singlecard(cardUser.loc)
currenthand -= choice
handradial -= choice
C.parentdeck = parentdeck
C.cardname = choice
C.apply_card_vars(C,O)
C.pickup(cardUser)
cardUser.put_in_hands(C)
cardUser.visible_message("<span class='notice'>[cardUser] draws a card from [cardUser.p_their()] hand.</span>", "<span class='notice'>You take the [C.cardname] from your hand.</span>")
interact(cardUser)
update_sprite()
if(length(currenthand) == 1)
var/obj/item/toy/cards/singlecard/N = new/obj/item/toy/cards/singlecard(loc)
N.parentdeck = parentdeck
N.cardname = currenthand[1]
N.apply_card_vars(N,O)
qdel(src)
N.pickup(cardUser)
cardUser.put_in_hands(N)
to_chat(cardUser, "<span class='notice'>You also take [currenthand[1]] and hold it.</span>")
/obj/item/toy/cards/cardhand/attackby(obj/item/toy/cards/singlecard/C, mob/living/user, params)
if(istype(C))
if(C.parentdeck == src.parentdeck)
src.currenthand += C.cardname
user.visible_message("<span class='notice'>[user] adds a card to [user.p_their()] hand.</span>", "<span class='notice'>You add the [C.cardname] to your hand.</span>")
qdel(C)
interact(user)
update_sprite(src)
else
to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
else
return ..()
/obj/item/toy/cards/cardhand/apply_card_vars(obj/item/toy/cards/newobj,obj/item/toy/cards/sourceobj)
..()
newobj.deckstyle = sourceobj.deckstyle
update_sprite()
newobj.card_hitsound = sourceobj.card_hitsound
newobj.card_force = sourceobj.card_force
newobj.card_throwforce = sourceobj.card_throwforce
@@ -840,6 +707,7 @@
newobj.card_throw_range = sourceobj.card_throw_range
newobj.card_attack_verb = sourceobj.card_attack_verb
newobj.resistance_flags = sourceobj.resistance_flags
update_icon()
/**
* check_menu: Checks if we are allowed to interact with a radial menu
@@ -857,13 +725,23 @@
/**
* This proc updates the sprite for when you create a hand of cards
*/
/obj/item/toy/cards/cardhand/proc/update_sprite()
/obj/item/toy/cards/cardhand/update_icon()
cut_overlays()
var/overlay_cards = currenthand.len
if(overlay_cards)
var/k = overlay_cards == 2 ? 1 : overlay_cards - 2
for(var/i = k; i <= overlay_cards; i++)
var/card_overlay = image(icon=src.icon,icon_state="sc_[currenthand[i]]_[deckstyle]",pixel_x=(1-i+k)*3,pixel_y=(1-i+k)*3)
var/_card = currenthand[i]
var/_angle = _card["rotation"] || rotation
var/matrix/rot_matrix = matrix()
rot_matrix.Turn(GetAngle(_angle))
var/image/card_overlay = image(
icon = src.icon,
icon_state = "sc_[_card["icon_state"] || _card["name"]]_[deckstyle]",
pixel_x = (1 - i + k)*3,
pixel_y = (1 - i + k)*3,
)
card_overlay.transform = rot_matrix
add_overlay(card_overlay)
/obj/item/toy/cards/singlecard
@@ -872,8 +750,7 @@
icon = 'icons/obj/toy.dmi'
icon_state = "singlecard_down_nanotrasen"
w_class = WEIGHT_CLASS_TINY
var/cardname = null
var/flipped = 0
var/card = null
pixel_x = -5
@@ -882,7 +759,9 @@
if(ishuman(user))
var/mob/living/carbon/human/cardUser = user
if(cardUser.is_holding(src))
cardUser.visible_message("[cardUser] checks [cardUser.p_their()] card.", "<span class='notice'>The card reads: [cardname].</span>")
cardUser.visible_message(
"[cardUser] checks [cardUser.p_their()] card.",
"<span class='notice'>The card reads: [card["name"]]. [card["desc"] || ""]</span>")
else
. += "<span class='warning'>You need to have the card in your hand to check it!</span>"
@@ -892,65 +771,11 @@
set src in range(1)
if(!ishuman(usr) || !usr.canUseTopic(src, BE_CLOSE))
return
if(!flipped)
src.flipped = 1
if (cardname)
src.icon_state = "sc_[cardname]_[deckstyle]"
src.name = src.cardname
else
src.icon_state = "sc_Ace of Spades_[deckstyle]"
src.name = "What Card"
src.pixel_x = 5
else if(flipped)
src.flipped = 0
src.icon_state = "singlecard_down_[deckstyle]"
src.name = "card"
src.pixel_x = -5
/obj/item/toy/cards/singlecard/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/toy/cards/singlecard/))
var/obj/item/toy/cards/singlecard/C = I
if(C.parentdeck == src.parentdeck)
var/obj/item/toy/cards/cardhand/H = new/obj/item/toy/cards/cardhand(user.loc)
H.currenthand += C.cardname
H.currenthand += src.cardname
H.parentdeck = C.parentdeck
H.apply_card_vars(H,C)
to_chat(user, "<span class='notice'>You combine the [C.cardname] and the [src.cardname] into a hand.</span>")
qdel(C)
qdel(src)
H.pickup(user)
user.put_in_active_hand(H)
else
to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
if(istype(I, /obj/item/toy/cards/cardhand/))
var/obj/item/toy/cards/cardhand/H = I
if(H.parentdeck == parentdeck)
H.currenthand += cardname
user.visible_message("[user] adds a card to [user.p_their()] hand.", "<span class='notice'>You add the [cardname] to your hand.</span>")
qdel(src)
H.interact(user)
if(H.currenthand.len > 4)
H.icon_state = "[deckstyle]_hand5"
else if(H.currenthand.len > 3)
H.icon_state = "[deckstyle]_hand4"
else if(H.currenthand.len > 2)
H.icon_state = "[deckstyle]_hand3"
else
to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
else
return ..()
/obj/item/toy/cards/singlecard/attack_self(mob/user)
if(usr.stat || !ishuman(usr) || !usr.canmove || usr.restrained())
return
Flip()
FlipCard()
/obj/item/toy/cards/singlecard/apply_card_vars(obj/item/toy/cards/singlecard/newobj,obj/item/toy/cards/sourceobj)
..()
newobj.deckstyle = sourceobj.deckstyle
newobj.icon_state = "singlecard_down_[deckstyle]" // Without this the card is invisible until flipped. It's an ugly hack, but it works.
newobj.card_hitsound = sourceobj.card_hitsound
newobj.hitsound = newobj.card_hitsound
newobj.card_force = sourceobj.card_force
@@ -963,6 +788,7 @@
newobj.throw_range = newobj.card_throw_range
newobj.card_attack_verb = sourceobj.card_attack_verb
newobj.attack_verb = newobj.card_attack_verb
newobj.update_icon()
/*
|| Syndicate playing cards, for pretending you're Gambit and playing poker for the nuke disk. ||