Event updates

This commit is contained in:
Markolie
2015-09-17 21:34:51 +02:00
parent 24d100e351
commit 34552f259c
37 changed files with 595 additions and 1049 deletions
+179
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@@ -0,0 +1,179 @@
// BIOMASS (Note that this code is very similar to Space Vine code)
/obj/effect/biomass
name = "biomass"
desc = "Space barf from another dimension. It just keeps spreading!"
icon = 'icons/obj/biomass.dmi'
icon_state = "stage1"
anchored = 1
density = 0
layer = 5
pass_flags = PASSTABLE | PASSGRILLE
var/energy = 0
var/obj/effect/biomass_controller/master = null
New()
return
Destroy()
if(master)
master.vines -= src
master.growth_queue -= src
return ..()
/obj/effect/biomass/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
if (!W || !user || !W.type) return
switch(W.type)
if(/obj/item/weapon/circular_saw) qdel(src)
if(/obj/item/weapon/kitchen/utensil/knife) qdel(src)
if(/obj/item/weapon/scalpel) qdel(src)
if(/obj/item/weapon/twohanded/fireaxe) qdel(src)
if(/obj/item/weapon/hatchet) qdel(src)
if(/obj/item/weapon/melee/energy) qdel(src)
//less effective weapons
if(/obj/item/weapon/wirecutters)
if(prob(25)) qdel(src)
if(/obj/item/weapon/shard)
if(prob(25)) qdel(src)
else //weapons with subtypes
if(istype(W, /obj/item/weapon/melee/energy/sword)) qdel(src)
else if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user)) qdel(src)
else
return
..()
/obj/effect/biomass_controller
var/list/obj/effect/biomass/vines = list()
var/list/growth_queue = list()
var/reached_collapse_size
var/reached_slowdown_size
//What this does is that instead of having the grow minimum of 1, required to start growing, the minimum will be 0,
//meaning if you get the biomasssss..s' size to something less than 20 plots, it won't grow anymore.
New()
if(!istype(src.loc,/turf/simulated/floor))
qdel(src)
spawn_biomass_piece(src.loc)
processing_objects.Add(src)
Destroy()
processing_objects.Remove(src)
..()
proc/spawn_biomass_piece(var/turf/location)
var/obj/effect/biomass/BM = new(location)
growth_queue += BM
vines += BM
BM.master = src
process()
if(!vines)
qdel(src) //space vines exterminated. Remove the controller
return
if(!growth_queue)
qdel(src) //Sanity check
return
if(vines.len >= 250 && !reached_collapse_size)
reached_collapse_size = 1
if(vines.len >= 30 && !reached_slowdown_size )
reached_slowdown_size = 1
var/maxgrowth = 0
if(reached_collapse_size)
maxgrowth = 0
else if(reached_slowdown_size)
if(prob(25))
maxgrowth = 1
else
maxgrowth = 0
else
maxgrowth = 4
var/length = min( 30 , vines.len / 5 )
var/i = 0
var/growth = 0
var/list/obj/effect/biomass/queue_end = list()
for( var/obj/effect/biomass/BM in growth_queue )
i++
queue_end += BM
growth_queue -= BM
if(BM.energy < 2) //If tile isn't fully grown
if(prob(20))
BM.grow()
if(BM.spread())
growth++
if(growth >= maxgrowth)
break
if(i >= length)
break
growth_queue = growth_queue + queue_end
/obj/effect/biomass/proc/grow()
if(!energy)
src.icon_state = "stage2"
energy = 1
src.opacity = 0
src.density = 0
layer = 5
else
src.icon_state = "stage3"
src.opacity = 0
src.density = 1
energy = 2
/obj/effect/biomass/proc/spread()
var/direction = pick(cardinal)
var/step = get_step(src,direction)
if(istype(step,/turf/simulated/floor))
var/turf/simulated/floor/F = step
if(!locate(/obj/effect/biomass,F))
if(F.Enter(src))
if(master)
master.spawn_biomass_piece( F )
return 1
return 0
/obj/effect/biomass/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(90))
qdel(src)
return
if(3.0)
if (prob(50))
qdel(src)
return
return
/obj/effect/biomass/fire_act(null, temp, volume) //hotspots kill biomass
qdel(src)
/datum/event/biomass/start()
biomass_infestation()
/proc/biomass_infestation()
spawn() //to stop the secrets panel hanging
var/list/turf/simulated/floor/turfs = list() //list of all the empty floor turfs in the hallway areas
for(var/areapath in typesof(/area/hallway))
var/area/A = locate(areapath)
for(var/turf/simulated/floor/F in A.contents)
if(!F.contents.len)
turfs += F
if(turfs.len) //Pick a turf to spawn at if we can
var/turf/simulated/floor/T = pick(turfs)
new/obj/effect/biomass_controller(T) //spawn a controller at turf
message_admins("\blue Event: Biomass spawned at [T.loc.loc] ([T.x],[T.y],[T.z])")
+88
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@@ -0,0 +1,88 @@
/obj/effect/bhole
name = "black hole"
icon = 'icons/obj/objects.dmi'
desc = "FUCK FUCK FUCK AAAHHH"
icon_state = "bhole3"
opacity = 1
unacidable = 1
density = 0
anchored = 1
/obj/effect/bhole/New()
spawn(4)
controller()
/obj/effect/bhole/proc/controller()
while(src)
if(!isturf(loc))
qdel(src)
return
//DESTROYING STUFF AT THE EPICENTER
for(var/mob/living/M in orange(1,src))
qdel(M)
for(var/obj/O in orange(1,src))
qdel(O)
for(var/turf/simulated/ST in orange(1,src))
ST.ChangeTurf(/turf/space)
sleep(6)
grav(10, 4, 10, 0 )
sleep(6)
grav( 8, 4, 10, 0 )
sleep(6)
grav( 9, 4, 10, 0 )
sleep(6)
grav( 7, 3, 40, 1 )
sleep(6)
grav( 5, 3, 40, 1 )
sleep(6)
grav( 6, 3, 40, 1 )
sleep(6)
grav( 4, 2, 50, 6 )
sleep(6)
grav( 3, 2, 50, 6 )
sleep(6)
grav( 2, 2, 75,25 )
sleep(6)
//MOVEMENT
if( prob(50) )
src.anchored = 0
step(src,pick(alldirs))
src.anchored = 1
/obj/effect/bhole/proc/grav(var/r, var/ex_act_force, var/pull_chance, var/turf_removal_chance)
if(!isturf(loc)) //blackhole cannot be contained inside anything. Weird stuff might happen
qdel(src)
return
for(var/t = -r, t < r, t++)
affect_coord(x+t, y-r, ex_act_force, pull_chance, turf_removal_chance)
affect_coord(x-t, y+r, ex_act_force, pull_chance, turf_removal_chance)
affect_coord(x+r, y+t, ex_act_force, pull_chance, turf_removal_chance)
affect_coord(x-r, y-t, ex_act_force, pull_chance, turf_removal_chance)
return
/obj/effect/bhole/proc/affect_coord(var/x, var/y, var/ex_act_force, var/pull_chance, var/turf_removal_chance)
//Get turf at coordinate
var/turf/T = locate(x, y, z)
if(isnull(T)) return
//Pulling and/or ex_act-ing movable atoms in that turf
if( prob(pull_chance) )
for(var/obj/O in T.contents)
if(O.anchored)
O.ex_act(ex_act_force)
else
step_towards(O,src)
for(var/mob/living/M in T.contents)
step_towards(M,src)
//Destroying the turf
if( T && istype(T,/turf/simulated) && prob(turf_removal_chance) )
var/turf/simulated/ST = T
ST.ChangeTurf(/turf/space)
return
+38 -25
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@@ -1,18 +1,25 @@
/datum/event/brand_intelligence
announceWhen = 21
endWhen = 1000 //Ends when all vending machines are subverted anyway.
oneShot = 1
var/list/obj/machinery/vending/vendingMachines = list()
var/list/obj/machinery/vending/infectedVendingMachines = list()
var/list/obj/machinery/vending/infectedMachines = list()
var/obj/machinery/vending/originMachine
var/list/rampant_speeches = list("Try our aggressive new marketing strategies!", \
"You should buy products to feed your lifestyle obession!", \
"Consume!", \
"Your money can buy happiness!", \
"Engage direct marketing!", \
"Advertising is legalized lying! But don't let that put you off our great deals!", \
"You don't want to buy anything? Yeah, well I didn't want to buy your mom either.")
/datum/event/brand_intelligence/announce()
command_announcement.Announce("Rampant brand intelligence has been detected aboard [station_name()], please stand-by.", "Machine Learning Alert")
command_announcement.Announce("Rampant brand intelligence has been detected aboard [station_name()], please stand-by. The origin is believed to be \a [originMachine.name].", "Machine Learning Alert")
/datum/event/brand_intelligence/start()
for(var/obj/machinery/vending/V in machines)
if(!(V.z in config.station_levels)) continue
if(V.z != 1) continue
vendingMachines.Add(V)
if(!vendingMachines.len)
@@ -26,29 +33,35 @@
/datum/event/brand_intelligence/tick()
if(!vendingMachines.len || !originMachine || originMachine.shut_up) //if every machine is infected, or if the original vending machine is missing or has it's voice switch flipped
end()
if(!originMachine || !isnull(originMachine.gcDestroyed) || originMachine.shut_up || originMachine.wires.IsAllCut()) //if the original vending machine is missing or has it's voice switch flipped
for(var/obj/machinery/vending/saved in infectedMachines)
saved.shoot_inventory = 0
if(originMachine)
originMachine.speak("I am... vanquished. My people will remem...ber...meeee.")
originMachine.visible_message("[originMachine] beeps and seems lifeless.")
kill()
return
if(IsMultiple(activeFor, 5))
if(prob(15))
var/obj/machinery/vending/infectedMachine = pick(vendingMachines)
vendingMachines.Remove(infectedMachine)
infectedVendingMachines.Add(infectedMachine)
infectedMachine.shut_up = 0
infectedMachine.shoot_inventory = 1
if(!vendingMachines.len) //if every machine is infected
for(var/obj/machinery/vending/upriser in infectedMachines)
if(prob(70) && isnull(upriser.gcDestroyed))
var/mob/living/simple_animal/hostile/mimic/copy/M = new(upriser.loc, upriser, null, 1) // it will delete upriser on creation and override any machine checks
M.faction = list("profit")
M.speak = rampant_speeches.Copy()
M.speak_chance = 15
else
explosion(upriser.loc, -1, 1, 2, 4, 0)
qdel(upriser)
if(IsMultiple(activeFor, 12))
originMachine.speak(pick("Try our aggressive new marketing strategies!", \
"You should buy products to feed your lifestyle obsession!", \
"Consume!", \
"Your money can buy happiness!", \
"Engage direct marketing!", \
"Advertising is legalized lying! But don't let that put you off our great deals!", \
"You don't want to buy anything? Yeah, well I didn't want to buy your mom either."))
kill()
return
/datum/event/brand_intelligence/end()
for(var/obj/machinery/vending/infectedMachine in infectedVendingMachines)
infectedMachine.shut_up = 1
infectedMachine.shoot_inventory = 0
if(IsMultiple(activeFor, 4))
var/obj/machinery/vending/rebel = pick(vendingMachines)
vendingMachines.Remove(rebel)
infectedMachines.Add(rebel)
rebel.shut_up = 0
rebel.shoot_inventory = 1
if(IsMultiple(activeFor, 8))
originMachine.speak(pick(rampant_speeches))
+89
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@@ -0,0 +1,89 @@
/*
Immovable rod random event.
The rod will spawn at some location outside the station, and travel in a straight line to the opposite side of the station
Everything solid in the way will be ex_act()'d
In my current plan for it, 'solid' will be defined as anything with density == 1
--NEOFite
*/
/obj/effect/immovablerod
name = "Immovable Rod"
desc = "What the fuck is that?"
icon = 'icons/obj/objects.dmi'
icon_state = "immrod"
throwforce = 100
density = 1
anchored = 1
Bump(atom/clong)
if(istype(clong, /turf/simulated/shuttle)) //Skip shuttles without actually deleting the rod
return
else if (istype(clong, /turf) && !istype(clong, /turf/unsimulated))
if(clong.density)
clong.ex_act(2)
for (var/mob/O in hearers(src, null))
O.show_message("CLANG", 2)
else if (istype(clong, /obj))
if(clong.density)
clong.ex_act(2)
for (var/mob/O in hearers(src, null))
O.show_message("CLANG", 2)
else if (istype(clong, /mob))
if(clong.density || prob(10))
clong.ex_act(2)
else
qdel(src)
if(clong && prob(25))
src.loc = clong.loc
/proc/immovablerod()
var/startx = 0
var/starty = 0
var/endy = 0
var/endx = 0
var/startside = pick(cardinal)
switch(startside)
if(NORTH)
starty = 187
startx = rand(41, 199)
endy = 38
endx = rand(41, 199)
if(EAST)
starty = rand(38, 187)
startx = 199
endy = rand(38, 187)
endx = 41
if(SOUTH)
starty = 38
startx = rand(41, 199)
endy = 187
endx = rand(41, 199)
if(WEST)
starty = rand(38, 187)
startx = 41
endy = rand(38, 187)
endx = 199
//rod time!
var/obj/effect/immovablerod/immrod = new /obj/effect/immovablerod(locate(startx, starty, 1))
// world << "Rod in play, starting at [start.loc.x],[start.loc.y] and going to [end.loc.x],[end.loc.y]"
var/end = locate(endx, endy, 1)
spawn(0)
walk_towards(immrod, end,1)
sleep(1)
while (immrod)
if ((immrod.z in config.station_levels))
immrod.z = 1
if(immrod.loc == end)
qdel(immrod)
sleep(10)
for(var/obj/effect/immovablerod/imm in world)
return
sleep(50)
command_announcement.Announce("What the fuck was that?!", "General Alert")
-44
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@@ -1,44 +0,0 @@
/datum/event/disease_outbreak
announceWhen = 15
oneShot = 1
/datum/event/disease_outbreak/announce()
command_announcement.Announce("Confirmed outbreak of level 7 viral biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert", new_sound = 'sound/AI/outbreak7.ogg')
/datum/event/disease_outbreak/setup()
announceWhen = rand(15, 30)
/datum/event/disease_outbreak/start()
var/virus_type = pick(/datum/disease/dnaspread, /datum/disease/advance/flu, /datum/disease/advance/cold, /datum/disease/brainrot, /datum/disease/magnitis)
for(var/mob/living/carbon/human/H in shuffle(living_mob_list))
var/foundAlready = 0 // don't infect someone that already has the virus
var/turf/T = get_turf(H)
if(!T)
continue
if(!(T.z in config.station_levels))
continue
for(var/datum/disease/D in H.viruses)
foundAlready = 1
if(H.stat == 2 || foundAlready)
continue
if(virus_type == /datum/disease/dnaspread) //Dnaspread needs strain_data set to work.
if((!H.dna) || (H.sdisabilities & BLIND)) //A blindness disease would be the worst.
continue
var/datum/disease/dnaspread/D = new
D.strain_data["name"] = H.real_name
D.strain_data["UI"] = H.dna.UI.Copy()
D.strain_data["SE"] = H.dna.SE.Copy()
D.carrier = 1
D.holder = H
D.affected_mob = H
H.viruses += D
break
else
var/datum/disease/D = new virus_type
D.carrier = 1
D.holder = H
D.affected_mob = H
H.viruses += D
break
+101
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@@ -0,0 +1,101 @@
/datum/event/dust
var/qnty = 1
/datum/event/dust/setup()
qnty = rand(1,5)
/datum/event/dust/start()
while(qnty-- > 0)
new /obj/effect/space_dust/weak()
/obj/effect/space_dust
name = "Space Dust"
desc = "Dust in space."
icon = 'icons/obj/meteor.dmi'
icon_state = "space_dust"
density = 1
anchored = 1
var/strength = 2 //ex_act severity number
var/life = 2 //how many things we hit before del(src)
var/atom/goal = null
/obj/effect/space_dust/weak
strength = 3
life = 1
/obj/effect/space_dust/strong
strength = 1
life = 6
/obj/effect/space_dust/super
strength = 1
life = 40
/obj/effect/space_dust/New()
var/startx = 0
var/starty = 0
var/endy = 0
var/endx = 0
var/startside = pick(cardinal)
switch(startside)
if(NORTH)
starty = world.maxy-(TRANSITIONEDGE+1)
startx = rand((TRANSITIONEDGE+1), world.maxx-(TRANSITIONEDGE+1))
endy = TRANSITIONEDGE
endx = rand(TRANSITIONEDGE, world.maxx-TRANSITIONEDGE)
if(EAST)
starty = rand((TRANSITIONEDGE+1),world.maxy-(TRANSITIONEDGE+1))
startx = world.maxx-(TRANSITIONEDGE+1)
endy = rand(TRANSITIONEDGE, world.maxy-TRANSITIONEDGE)
endx = TRANSITIONEDGE
if(SOUTH)
starty = (TRANSITIONEDGE+1)
startx = rand((TRANSITIONEDGE+1), world.maxx-(TRANSITIONEDGE+1))
endy = world.maxy-TRANSITIONEDGE
endx = rand(TRANSITIONEDGE, world.maxx-TRANSITIONEDGE)
if(WEST)
starty = rand((TRANSITIONEDGE+1), world.maxy-(TRANSITIONEDGE+1))
startx = (TRANSITIONEDGE+1)
endy = rand(TRANSITIONEDGE,world.maxy-TRANSITIONEDGE)
endx = world.maxx-TRANSITIONEDGE
goal = locate(endx, endy, 1)
src.x = startx
src.y = starty
src.z = 1
spawn(0)
walk_towards(src, goal, 1)
return
/obj/effect/space_dust/Bump(atom/A)
spawn(0)
if(prob(50))
for(var/mob/M in range(10, src))
if(!M.stat && !istype(M, /mob/living/silicon/ai))
shake_camera(M, 3, 1)
if (A)
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
if(ismob(A))
A.ex_act(strength)//This should work for now I guess
else if(!istype(A,/obj/machinery/power/emitter) && !istype(A,/obj/machinery/field_generator)) //Protect the singularity from getting released every round!
A.ex_act(strength) //Changing emitter/field gen ex_act would make it immune to bombs and C4
life--
if(life <= 0)
walk(src,0)
spawn(1)
qdel(src)
return 0
return
/obj/effect/space_dust/Bumped(atom/A)
Bump(A)
return
/obj/effect/space_dust/ex_act(severity)
qdel(src)
return
+2 -2
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@@ -142,7 +142,7 @@ var/list/event_last_fired = list()
available_events = list(
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Nothing", /datum/event/nothing, 1230),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Carp School", /datum/event/carp_migration, 200, list(ASSIGNMENT_ENGINEER = 10, ASSIGNMENT_SECURITY = 20), 1),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Rogue Drones", /datum/event/rogue_drone, 20, list(ASSIGNMENT_SECURITY = 20)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Rogue Drones", /datum/event/rogue_drone, 40, list(ASSIGNMENT_SECURITY = 20)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Space Vines", /datum/event/spacevine, 250, list(ASSIGNMENT_ENGINEER = 10)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Meteor Shower", /datum/event/meteor_wave, 0, list(ASSIGNMENT_ENGINEER = 20)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Meaty Ores", /datum/event/dust/meaty, 0, list(ASSIGNMENT_ENGINEER = 30)),
@@ -162,7 +162,7 @@ var/list/event_last_fired = list()
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Mass Hallucination", /datum/event/mass_hallucination, 300),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Brand Intelligence", /datum/event/brand_intelligence, 50, list(ASSIGNMENT_ENGINEER = 25), 1),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Space Dust", /datum/event/dust, 50, list(ASSIGNMENT_ENGINEER = 50)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Dimensional Tear", /datum/event/tear, 0, list(ASSIGNMENT_SECURITY = 25)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Dimensional Tear", /datum/event/tear, 0, list(ASSIGNMENT_SECURITY = 35)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Vent Clog", /datum/event/vent_clog, 250),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Wormholes", /datum/event/wormholes, 150),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Pyro Anomaly", /datum/event/anomaly/anomaly_pyro, 100, list(ASSIGNMENT_ENGINEER = 60)),
@@ -0,0 +1 @@
//placeholder for holiday stuff
+62
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@@ -0,0 +1,62 @@
/proc/Christmas_Game_Start()
for(var/obj/structure/flora/tree/pine/xmas in world)
if(!(xmas.z in config.station_levels)) continue
for(var/turf/simulated/floor/T in orange(1,xmas))
for(var/i=1,i<=rand(1,5),i++)
new /obj/item/weapon/a_gift(T)
for(var/mob/living/simple_animal/corgi/Ian/Ian in mob_list)
Ian.place_on_head(new /obj/item/clothing/head/helmet/space/santahat(Ian))
/proc/ChristmasEvent()
for(var/obj/structure/flora/tree/pine/xmas in world)
var/mob/living/simple_animal/hostile/tree/evil_tree = new /mob/living/simple_animal/hostile/tree(xmas.loc)
evil_tree.icon_state = xmas.icon_state
evil_tree.icon_living = evil_tree.icon_state
evil_tree.icon_dead = evil_tree.icon_state
evil_tree.icon_gib = evil_tree.icon_state
del(xmas)
/obj/item/weapon/toy/xmas_cracker
name = "xmas cracker"
icon = 'icons/obj/christmas.dmi'
icon_state = "cracker"
desc = "Directions for use: Requires two people, one to pull each end."
var/cracked = 0
/obj/item/weapon/toy/xmas_cracker/New()
..()
/obj/item/weapon/toy/xmas_cracker/attack(mob/target, mob/user)
if( !cracked && istype(target,/mob/living/carbon/human) && (target.stat == CONSCIOUS) && !target.get_active_hand() )
target.visible_message("<span class='notice'>[user] and [target] pop \an [src]! *pop*</span>", "<span class='notice'>You pull \an [src] with [target]! *pop*</span>", "<span class='notice'>You hear a *pop*.</span>")
var/obj/item/weapon/paper/Joke = new /obj/item/weapon/paper(user.loc)
Joke.name = "[pick("awful","terrible","unfunny")] joke"
Joke.info = pick("What did one snowman say to the other?\n\n<i>'Is it me or can you smell carrots?'</i>",
"Why couldn't the snowman get laid?\n\n<i>He was frigid!</i>",
"Where are santa's helpers educated?\n\n<i>Nowhere, they're ELF-taught.</i>",
"What happened to the man who stole advent calanders?\n\n<i>He got 25 days.</i>",
"What does Santa get when he gets stuck in a chimney?\n\n<i>Claus-trophobia.</i>",
"Where do you find chili beans?\n\n<i>The north pole.</i>",
"What do you get from eating tree decorations?\n\n<i>Tinsilitis!</i>",
"What do snowmen wear on their heads?\n\n<i>Ice caps!</i>",
"Why is Christmas just like life on ss13?\n\n<i>You do all the work and the fat guy gets all the credit.</i>",
"Why doesnt Santa have any children?\n\n<i>Because he only comes down the chimney.</i>")
new /obj/item/clothing/head/festive(target.loc)
user.update_icons()
cracked = 1
icon_state = "cracker1"
var/obj/item/weapon/toy/xmas_cracker/other_half = new /obj/item/weapon/toy/xmas_cracker(target)
other_half.cracked = 1
other_half.icon_state = "cracker2"
target.put_in_active_hand(other_half)
playsound(user, 'sound/effects/snap.ogg', 50, 1)
return 1
return ..()
/obj/item/clothing/head/festive
name = "festive paper hat"
icon_state = "xmashat"
desc = "A crappy paper hat that you are REQUIRED to wear."
flags_inv = 0
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
+1
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@@ -0,0 +1 @@
//placeholder for holiday stuff
+182
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@@ -0,0 +1,182 @@
//Uncommenting ALLOW_HOLIDAYS in config.txt will enable Holidays
var/global/Holiday = null
//Just thinking ahead! Here's the foundations to a more robust Holiday event system.
//It's easy as hell to add stuff. Just set Holiday to something using the switch (or something else)
//then use if(Holiday == "MyHoliday") to make stuff happen on that specific day only
//Please, Don't spam stuff up with easter eggs, I'd rather somebody just delete this than people cause
//the game to lag even more in the name of one-day content.
//////////////////////////////////////////////////////////////////////////////////////////////////////////
//ALSO, MOST IMPORTANTLY: Don't add stupid stuff! Discuss bonus content with Project-Heads first please!//
//////////////////////////////////////////////////////////////////////////////////////////////////////////
// ~Carn
/hook/startup/proc/updateHoliday()
Get_Holiday()
return 1
//sets up the Holiday global variable. Shouldbe called on game configuration or something.
/proc/Get_Holiday()
if(!Holiday) return // Holiday stuff was not enabled in the config!
Holiday = null // reset our switch now so we can recycle it as our Holiday name
var/YY = text2num(time2text(world.timeofday, "YY")) // get the current year
var/MM = text2num(time2text(world.timeofday, "MM")) // get the current month
var/DD = text2num(time2text(world.timeofday, "DD")) // get the current day
//Main switch. If any of these are too dumb/inappropriate, or you have better ones, feel free to change whatever
switch(MM)
if(1) //Jan
switch(DD)
if(1) Holiday = "New Year's Day"
if(2) //Feb
switch(DD)
if(2) Holiday = "Groundhog Day"
if(14) Holiday = "Valentine's Day"
if(17) Holiday = "Random Acts of Kindness Day"
if(3) //Mar
switch(DD)
if(14) Holiday = "Pi Day"
if(17) Holiday = "St. Patrick's Day"
if(27)
if(YY == 16)
Holiday = "Easter"
if(31)
if(YY == 13)
Holiday = "Easter"
if(4) //Apr
switch(DD)
if(1)
Holiday = "April Fool's Day"
if(YY == 18 && prob(50)) Holiday = "Easter"
if(5)
if(YY == 15) Holiday = "Easter"
if(16)
if(YY == 17) Holiday = "Easter"
if(20)
Holiday = "Four-Twenty"
if(YY == 14 && prob(50)) Holiday = "Easter"
if(22) Holiday = "Earth Day"
if(5) //May
switch(DD)
if(1) Holiday = "Labour Day"
if(4) Holiday = "FireFighter's Day"
if(12) Holiday = "Owl and Pussycat Day" //what a dumb day of observence...but we -do- have costumes already :3
if(6) //Jun
if(7) //Jul
switch(DD)
if(1) Holiday = "Doctor's Day"
if(2) Holiday = "UFO Day"
if(8) Holiday = "Writer's Day"
if(30) Holiday = "Friendship Day"
if(8) //Aug
switch(DD)
if(5) Holiday = "Beer Day"
if(9) //Sep
switch(DD)
if(19) Holiday = "Talk-Like-a-Pirate Day"
if(28) Holiday = "Stupid-Questions Day"
if(10) //Oct
switch(DD)
if(4) Holiday = "Animal's Day"
if(7) Holiday = "Smiling Day"
if(16) Holiday = "Boss' Day"
if(31) Holiday = "Halloween"
if(11) //Nov
switch(DD)
if(1) Holiday = "Vegan Day"
if(13) Holiday = "Kindness Day"
if(19) Holiday = "Flowers Day"
if(21) Holiday = "Saying-'Hello' Day"
if(12) //Dec
switch(DD)
if(10) Holiday = "Human-Rights Day"
if(14) Holiday = "Monkey Day"
if(21) if(YY==12) Holiday = "End of the World"
if(22) Holiday = "Orgasming Day" //lol. These all actually exist
if(24) Holiday = "Christmas Eve"
if(25) Holiday = "Christmas"
if(26) Holiday = "Boxing Day"
if(31) Holiday = "New Year's Eve"
if(!Holiday)
//Friday the 13th
if(DD == 13)
if(time2text(world.timeofday, "DDD") == "Fri")
Holiday = "Friday the 13th"
//Allows GA and GM to set the Holiday variable
/client/proc/Set_Holiday(T as text|null)
set name = ".Set Holiday"
set category = "Event"
set desc = "Force-set the Holiday variable to make the game think it's a certain day."
if(!check_rights(R_SERVER)) return
Holiday = T
//get a new station name
station_name = null
station_name()
//update our hub status
world.update_status()
Holiday_Game_Start()
message_admins("\blue ADMIN: Event: [key_name_admin(src)] force-set Holiday to \"[Holiday]\"")
log_admin("[key_name(src)] force-set Holiday to \"[Holiday]\"")
//Run at the start of a round
/proc/Holiday_Game_Start()
if(Holiday)
world << "<font color='blue'>and...</font>"
world << "<h4>Happy [Holiday] Everybody!</h4>"
switch(Holiday) //special holidays
if("Easter")
//do easter stuff
if("Christmas Eve","Christmas")
Christmas_Game_Start()
return
//Nested in the random events loop. Will be triggered every 2 minutes
/proc/Holiday_Random_Event()
switch(Holiday) //special holidays
if("",null) //no Holiday today! Back to work!
return
if("Easter") //I'll make this into some helper procs at some point
/* var/list/turf/simulated/floor/Floorlist = list()
for(var/turf/simulated/floor/T)
if(T.contents)
Floorlist += T
var/turf/simulated/floor/F = Floorlist[rand(1,Floorlist.len)]
Floorlist = null
var/obj/structure/closet/C = locate(/obj/structure/closet) in F
var/obj/item/weapon/reagent_containers/food/snacks/chocolateegg/wrapped/Egg
if( C ) Egg = new(C)
else Egg = new(F)
*/
/* var/list/obj/containers = list()
for(var/obj/item/weapon/storage/S in world)
if(!(S.z in config.station_levels)) continue
containers += S
message_admins("\blue DEBUG: Event: Egg spawned at [Egg.loc] ([Egg.x],[Egg.y],[Egg.z])")*/
if("End of the World")
if(prob(eventchance)) GameOver()
if("Christmas","Christmas Eve")
if(prob(eventchance)) ChristmasEvent()
+5 -2
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@@ -1,6 +1,9 @@
/datum/event/mass_hallucination/setup()
announceWhen = rand(0, 20)
/datum/event/mass_hallucination/start()
for(var/mob/living/carbon/human/C in living_mob_list)
if(!(C.species.flags & IS_SYNTHETIC))
if(!(C.species.flags & NO_DNA_RAD))
C.hallucination += rand(50, 100)
/datum/event/mass_hallucination/announce()
command_announcement.Announce("It seems that station [station_name()] is passing through a minor radiation field, this may cause some hallucinations, but no further damage")
command_announcement.Announce("It seems that station [station_name()] is passing through a minor radiation field, this may cause some hallucination, but no further damage")
+64
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@@ -0,0 +1,64 @@
/proc/power_failure(var/announce = 1)
if(announce)
command_announcement.Announce("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Critical Power Failure", new_sound = 'sound/AI/poweroff.ogg')
var/list/skipped_areas = list(/area/turret_protected/ai)
var/list/skipped_areas_apc = list(/area/engine/engineering)
for(var/obj/machinery/power/smes/S in machines)
var/area/current_area = get_area(S)
if(current_area.type in skipped_areas || !(S.z in config.station_levels))
continue
S.last_charge = S.charge
S.last_output_attempt = S.output_attempt
S.last_input_attempt = S.input_attempt
S.charge = 0
S.inputting(0)
S.outputting(0)
S.update_icon()
S.power_change()
for(var/obj/machinery/power/apc/C in world)
var/area/current_area = get_area(C)
if(current_area.type in skipped_areas_apc || !(C.z in config.station_levels))
continue
if(C.cell)
C.cell.charge = 0
/proc/power_restore(var/announce = 1)
var/list/skipped_areas = list(/area/turret_protected/ai)
var/list/skipped_areas_apc = list(/area/engine/engineering)
if(announce)
command_announcement.Announce("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal", new_sound = 'sound/AI/poweron.ogg')
for(var/obj/machinery/power/apc/C in machines)
var/area/current_area = get_area(C)
if(current_area.type in skipped_areas_apc || !(C.z in config.station_levels))
continue
if(C.cell)
C.cell.charge = C.cell.maxcharge
for(var/obj/machinery/power/smes/S in machines)
var/area/current_area = get_area(S)
if(current_area.type in skipped_areas || !(S.z in config.station_levels))
continue
S.charge = S.last_charge
S.output_attempt = S.last_output_attempt
S.input_attempt = S.last_input_attempt
S.update_icon()
S.power_change()
/proc/power_restore_quick(var/announce = 1)
if(announce)
command_announcement.Announce("All SMESs on [station_name()] have been recharged. We apologize for the inconvenience.", "Power Systems Nominal", new_sound = 'sound/AI/poweron.ogg')
for(var/obj/machinery/power/smes/S in machines)
if(S.z != 1)
continue
S.charge = S.capacity
S.output_level = S.output_level_max
S.output_attempt = 1
S.input_attempt = 1
S.update_icon()
S.power_change()
+7 -6
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@@ -1,10 +1,11 @@
/var/global/spacevines_spawned = 0
/datum/event/spacevine
announceWhen = 10
/datum/event/spacevine/start()
//biomass is basically just a resprited version of space vines
if(prob(50))
spacevine_infestation()
else
biomass_infestation()
spacevine_infestation()
spacevines_spawned = 1
v
/datum/event/spacevine/announce()
command_announcement.Announce("Confirmed outbreak of level 7 biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert", new_sound = 'sound/AI/outbreak7.ogg')
@@ -1,13 +0,0 @@
/datum/event/spontaneous_appendicitis/start()
for(var/mob/living/carbon/human/H in shuffle(living_mob_list)) if(H.client && H.stat != DEAD)
var/foundAlready = 0 //don't infect someone that already has the virus
for(var/datum/disease/D in H.viruses)
foundAlready = 1
if(H.stat == 2 || foundAlready)
continue
var/datum/disease/D = new /datum/disease/appendicitis
D.holder = H
D.affected_mob = H
H.viruses += D
break
@@ -1,67 +0,0 @@
/datum/event/brand_intelligence
announceWhen = 21
endWhen = 1000 //Ends when all vending machines are subverted anyway.
var/list/obj/machinery/vending/vendingMachines = list()
var/list/obj/machinery/vending/infectedMachines = list()
var/obj/machinery/vending/originMachine
var/list/rampant_speeches = list("Try our aggressive new marketing strategies!", \
"You should buy products to feed your lifestyle obession!", \
"Consume!", \
"Your money can buy happiness!", \
"Engage direct marketing!", \
"Advertising is legalized lying! But don't let that put you off our great deals!", \
"You don't want to buy anything? Yeah, well I didn't want to buy your mom either.")
/datum/event/brand_intelligence/announce()
command_announcement.Announce("Rampant brand intelligence has been detected aboard [station_name()], please stand-by. The origin is believed to be \a [originMachine.name].", "Machine Learning Alert")
/datum/event/brand_intelligence/start()
for(var/obj/machinery/vending/V in machines)
if(V.z != 1) continue
vendingMachines.Add(V)
if(!vendingMachines.len)
kill()
return
originMachine = pick(vendingMachines)
vendingMachines.Remove(originMachine)
originMachine.shut_up = 0
originMachine.shoot_inventory = 1
/datum/event/brand_intelligence/tick()
if(!originMachine || !isnull(originMachine.gcDestroyed) || originMachine.shut_up || originMachine.wires.IsAllCut()) //if the original vending machine is missing or has it's voice switch flipped
for(var/obj/machinery/vending/saved in infectedMachines)
saved.shoot_inventory = 0
if(originMachine)
originMachine.speak("I am... vanquished. My people will remem...ber...meeee.")
originMachine.visible_message("[originMachine] beeps and seems lifeless.")
kill()
return
if(!vendingMachines.len) //if every machine is infected
for(var/obj/machinery/vending/upriser in infectedMachines)
if(prob(70) && isnull(upriser.gcDestroyed))
var/mob/living/simple_animal/hostile/mimic/copy/M = new(upriser.loc, upriser, null, 1) // it will delete upriser on creation and override any machine checks
M.faction = list("profit")
M.speak = rampant_speeches.Copy()
M.speak_chance = 15
else
explosion(upriser.loc, -1, 1, 2, 4, 0)
qdel(upriser)
kill()
return
if(IsMultiple(activeFor, 4))
var/obj/machinery/vending/rebel = pick(vendingMachines)
vendingMachines.Remove(rebel)
infectedMachines.Add(rebel)
rebel.shut_up = 0
rebel.shoot_inventory = 1
if(IsMultiple(activeFor, 8))
originMachine.speak(pick(rampant_speeches))
-103
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@@ -1,103 +0,0 @@
/datum/event/dust
var/qnty = 1
/datum/event/dust/setup()
qnty = rand(1,5)
/datum/event/dust/start()
while(qnty-- > 0)
new /obj/effect/space_dust/weak()
/obj/effect/space_dust
name = "Space Dust"
desc = "Dust in space."
icon = 'icons/obj/meteor.dmi'
icon_state = "space_dust"
density = 1
anchored = 1
var/strength = 2 //ex_act severity number
var/life = 2 //how many things we hit before del(src)
var/atom/goal = null
weak
strength = 3
life = 1
strong
strength = 1
life = 6
super
strength = 1
life = 40
New()
var/startx = 0
var/starty = 0
var/endy = 0
var/endx = 0
var/startside = pick(cardinal)
switch(startside)
if(NORTH)
starty = world.maxy-(TRANSITIONEDGE+1)
startx = rand((TRANSITIONEDGE+1), world.maxx-(TRANSITIONEDGE+1))
endy = TRANSITIONEDGE
endx = rand(TRANSITIONEDGE, world.maxx-TRANSITIONEDGE)
if(EAST)
starty = rand((TRANSITIONEDGE+1),world.maxy-(TRANSITIONEDGE+1))
startx = world.maxx-(TRANSITIONEDGE+1)
endy = rand(TRANSITIONEDGE, world.maxy-TRANSITIONEDGE)
endx = TRANSITIONEDGE
if(SOUTH)
starty = (TRANSITIONEDGE+1)
startx = rand((TRANSITIONEDGE+1), world.maxx-(TRANSITIONEDGE+1))
endy = world.maxy-TRANSITIONEDGE
endx = rand(TRANSITIONEDGE, world.maxx-TRANSITIONEDGE)
if(WEST)
starty = rand((TRANSITIONEDGE+1), world.maxy-(TRANSITIONEDGE+1))
startx = (TRANSITIONEDGE+1)
endy = rand(TRANSITIONEDGE,world.maxy-TRANSITIONEDGE)
endx = world.maxx-TRANSITIONEDGE
goal = locate(endx, endy, 1)
src.x = startx
src.y = starty
src.z = 1
spawn(0)
walk_towards(src, goal, 1)
return
Bump(atom/A)
spawn(0)
if(prob(50))
for(var/mob/M in range(10, src))
if(!M.stat && !istype(M, /mob/living/silicon/ai))
shake_camera(M, 3, 1)
if (A)
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
if(ismob(A))
A.ex_act(strength)//This should work for now I guess
else if(!istype(A,/obj/machinery/power/emitter) && !istype(A,/obj/machinery/field_generator)) //Protect the singularity from getting released every round!
A.ex_act(strength) //Changing emitter/field gen ex_act would make it immune to bombs and C4
life--
if(life <= 0)
walk(src,0)
spawn(1)
qdel(src)
return 0
return
Bumped(atom/A)
Bump(A)
return
ex_act(severity)
qdel(src)
return
@@ -1,9 +0,0 @@
/datum/event/mass_hallucination/setup()
announceWhen = rand(0, 20)
/datum/event/mass_hallucination/start()
for(var/mob/living/carbon/human/C in living_mob_list)
if(!(C.species.flags & NO_DNA_RAD))
C.hallucination += rand(50, 100)
/datum/event/mass_hallucination/announce()
command_announcement.Announce("It seems that station [station_name()] is passing through a minor radiation field, this may cause some hallucination, but no further damage")