mirror of
https://github.com/ParadiseSS13/Paradise.git
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/TG/ Cards Ported, new card deck added
This commit is contained in:
@@ -1339,6 +1339,34 @@ ________________________________________________________________________________
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usr << "<B>[mode]</B> is active."//Leaving usr here since it may be on the floor or on a person.
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usr << "Voice mimicking algorithm is set <B>[!vchange?"inactive":"active"]</B>."
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/*
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=======================================================================================
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<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<SPACE NINJA HACKBUG>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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=======================================================================================
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*/
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/*
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Currently WIP, once finished they will, in theory, allow the Ninja to plant bugs on Computers/APCs/SMES units.
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Possibly more later, but for now I want to get basic function working.
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*/
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/obj/item/weapon/hackbug
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name = "hack-bug"
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desc = "A strange device. Where did this even come from?"
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gender = PLURAL
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icon = 'icons/obj/ninjaobjects.dmi'
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icon_state = "hackbug"
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flags = FPRINT | TABLEPASS | USEDELAY
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w_class = 1.0
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/obj/item/weapon/hackbug/afterattack(atom/target as obj|turf, mob/user as mob, flag)
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if (!flag)
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return
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if (istype(target, /turf/unsimulated) || istype(target, /turf/simulated/shuttle) || istype(target, /obj/item/weapon/storage/) || istype(target, /obj/machinery/door/airlock/hatch/gamma))
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return
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user << "Planting bug..."
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target.overlays += image('icons/obj/ninjaobjects.dmi', "compoverlay")
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/*
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===================================================================================
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<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<SPACE NINJA NET>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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@@ -1387,7 +1415,7 @@ It is possible to destroy the net by the occupant or someone else.
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var/check = 30//30 seconds before teleportation. Could be extended I guess.
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var/mob_name = affecting.name//Since they will report as null if terminated before teleport.
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//The person can still try and attack the net when inside.
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while(!isnull(M)&&!isnull(src)&&check>0)//While M and net exist, and 60 seconds have not passed.
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while(!isnull(M)&&!isnull(src)&&check>0)//While M and net exist, and 30 seconds have not passed.
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check--
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sleep(10)
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@@ -10,6 +10,8 @@
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* Crayons
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* Snap pops
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* Water flower
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* Toy Nuke
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* Card Deck -- Ported from /TG/
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*/
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@@ -534,6 +536,372 @@
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attack_verb = list("attacked", "slashed", "stabbed", "sliced")
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/*
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|| A Deck of Cards for playing various games of chance ||
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*/
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obj/item/toy/cards
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var/parentdeck = null
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var/deckstyle = "nanotrasen"
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var/card_hitsound = null
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var/card_force = 0
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var/card_throwforce = 0
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var/card_throw_speed = 4
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var/card_throw_range = 20
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var/list/card_attack_verb = list("attacked")
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obj/item/toy/cards/New()
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..()
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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
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if(!istype(sourceobj))
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return
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obj/item/toy/cards/deck
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name = "deck of cards"
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desc = "A deck of space-grade playing cards."
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icon = 'icons/obj/toy.dmi'
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deckstyle = "nanotrasen"
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icon_state = "deck_nanotrasen_full"
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w_class = 2.0
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var/cooldown = 0
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var/list/cards = list()
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obj/item/toy/cards/deck/New()
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..()
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icon_state = "deck_[deckstyle]_full"
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for(var/i = 2; i <= 10; i++)
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cards += "[i] of Hearts"
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cards += "[i] of Spades"
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cards += "[i] of Clubs"
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cards += "[i] of Diamonds"
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cards += "King of Hearts"
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cards += "King of Spades"
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cards += "King of Clubs"
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cards += "King of Diamonds"
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cards += "Queen of Hearts"
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cards += "Queen of Spades"
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cards += "Queen of Clubs"
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cards += "Queen of Diamonds"
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cards += "Jack of Hearts"
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cards += "Jack of Spades"
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cards += "Jack of Clubs"
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cards += "Jack of Diamonds"
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cards += "Ace of Hearts"
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cards += "Ace of Spades"
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cards += "Ace of Clubs"
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cards += "Ace of Diamonds"
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obj/item/toy/cards/deck/attack_hand(mob/user as mob)
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var/choice = null
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if(cards.len == 0)
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src.icon_state = "deck_[deckstyle]_empty"
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user << "<span class='notice'>There are no more cards to draw.</span>"
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return
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var/obj/item/toy/cards/singlecard/H = new/obj/item/toy/cards/singlecard(user.loc)
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choice = cards[1]
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H.cardname = choice
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H.parentdeck = src
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var/O = src
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H.apply_card_vars(H,O)
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src.cards -= choice
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H.pickup(user)
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user.put_in_active_hand(H)
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src.visible_message("<span class='notice'>[user] draws a card from the deck.</span>", "<span class='notice'>You draw a card from the deck.</span>")
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if(cards.len > 26)
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src.icon_state = "deck_[deckstyle]_full"
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else if(cards.len > 10)
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src.icon_state = "deck_[deckstyle]_half"
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else if(cards.len > 1)
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src.icon_state = "deck_[deckstyle]_low"
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obj/item/toy/cards/deck/attack_self(mob/user as mob)
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if(cooldown < world.time - 50)
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cards = shuffle(cards)
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playsound(user, 'sound/items/cardshuffle.ogg', 50, 1)
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user.visible_message("<span class='notice'>[user] shuffles the deck.</span>", "<span class='notice'>You shuffle the deck.</span>")
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cooldown = world.time
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obj/item/toy/cards/deck/attackby(obj/item/toy/cards/singlecard/C, mob/living/user)
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..()
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if(istype(C))
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if(C.parentdeck == src)
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src.cards += C.cardname
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user.u_equip(C)
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user.visible_message("<span class='notice'>[user] adds a card to the bottom of the deck.</span>","<span class='notice'>You add the card to the bottom of the deck.</span>")
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del(C)
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else
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user << "<span class='notice'>You can't mix cards from other decks.</span>"
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if(cards.len > 26)
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src.icon_state = "deck_[deckstyle]_full"
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else if(cards.len > 10)
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src.icon_state = "deck_[deckstyle]_half"
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else if(cards.len > 1)
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src.icon_state = "deck_[deckstyle]_low"
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obj/item/toy/cards/deck/attackby(obj/item/toy/cards/cardhand/C, mob/living/user)
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..()
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if(istype(C))
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if(C.parentdeck == src)
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src.cards += C.currenthand
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user.u_equip(C)
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user.visible_message("<span class='notice'>[user] puts their hand of cards in the deck.</span>", "<span class='notice'>You put the hand of cards in the deck.</span>")
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del(C)
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else
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user << "<span class='notice'>You can't mix cards from other decks.</span>"
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if(cards.len > 26)
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src.icon_state = "deck_[deckstyle]_full"
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else if(cards.len > 10)
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src.icon_state = "deck_[deckstyle]_half"
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else if(cards.len > 1)
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src.icon_state = "deck_[deckstyle]_low"
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obj/item/toy/cards/deck/MouseDrop(atom/over_object)
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var/mob/M = usr
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if(usr.stat || !ishuman(usr) || !usr.canmove || usr.restrained())
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return
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if(Adjacent(usr))
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if(over_object == M)
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M.put_in_hands(src)
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usr << "<span class='notice'>You pick up the deck.</span>"
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else if(istype(over_object, /obj/screen))
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switch(over_object.name)
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if("r_hand")
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M.u_equip(src)
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M.put_in_r_hand(src)
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usr << "<span class='notice'>You pick up the deck.</span>"
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if("l_hand")
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M.u_equip(src)
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M.put_in_l_hand(src)
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usr << "<span class='notice'>You pick up the deck.</span>"
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else
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usr<< "<span class='notice'>You can't reach it from here.</span>"
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obj/item/toy/cards/cardhand
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name = "hand of cards"
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desc = "A number of cards not in a deck, customarily held in ones hand."
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icon = 'icons/obj/toy.dmi'
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icon_state = "nanotrasen_hand2"
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w_class = 1.0
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var/list/currenthand = list()
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var/choice = null
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obj/item/toy/cards/cardhand/attack_self(mob/user as mob)
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user.set_machine(src)
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interact(user)
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obj/item/toy/cards/cardhand/interact(mob/user)
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var/dat = "You have:<BR>"
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for(var/t in currenthand)
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dat += "<A href='?src=\ref[src];pick=[t]'>A [t].</A><BR>"
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dat += "Which card will you remove next?"
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var/datum/browser/popup = new(user, "cardhand", "Hand of Cards", 400, 240)
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popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
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popup.set_content(dat)
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popup.open()
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obj/item/toy/cards/cardhand/Topic(href, href_list)
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if(..())
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return
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if(usr.stat || !ishuman(usr) || !usr.canmove)
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return
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var/mob/living/carbon/human/cardUser = usr
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var/O = src
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if(href_list["pick"])
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if (cardUser.get_item_by_slot(slot_l_hand) == src || cardUser.get_item_by_slot(slot_r_hand) == src)
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var/choice = href_list["pick"]
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var/obj/item/toy/cards/singlecard/C = new/obj/item/toy/cards/singlecard(cardUser.loc)
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src.currenthand -= choice
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C.parentdeck = src.parentdeck
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C.cardname = choice
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C.apply_card_vars(C,O)
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C.pickup(cardUser)
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cardUser.put_in_any_hand_if_possible(C)
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cardUser.visible_message("<span class='notice'>[cardUser] draws a card from \his hand.</span>", "<span class='notice'>You take the [C.cardname] from your hand.</span>")
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interact(cardUser)
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if(src.currenthand.len < 3)
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src.icon_state = "[deckstyle]_hand2"
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else if(src.currenthand.len < 4)
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src.icon_state = "[deckstyle]_hand3"
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else if(src.currenthand.len < 5)
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src.icon_state = "[deckstyle]_hand4"
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if(src.currenthand.len == 1)
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var/obj/item/toy/cards/singlecard/N = new/obj/item/toy/cards/singlecard(src.loc)
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N.parentdeck = src.parentdeck
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N.cardname = src.currenthand[1]
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N.apply_card_vars(N,O)
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cardUser.u_equip(src)
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N.pickup(cardUser)
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cardUser.put_in_any_hand_if_possible(N)
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cardUser << "<span class='notice'>You also take [currenthand[1]] and hold it.</span>"
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cardUser << browse(null, "window=cardhand")
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del(src)
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return
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obj/item/toy/cards/cardhand/attackby(obj/item/toy/cards/singlecard/C, mob/living/user)
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if(istype(C))
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if(C.parentdeck == src.parentdeck)
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src.currenthand += C.cardname
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user.u_equip(C)
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user.visible_message("<span class='notice'>[user] adds a card to their hand.</span>", "<span class='notice'>You add the [C.cardname] to your hand.</span>")
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interact(user)
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if(currenthand.len > 4)
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src.icon_state = "[deckstyle]_hand5"
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else if(currenthand.len > 3)
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src.icon_state = "[deckstyle]_hand4"
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else if(currenthand.len > 2)
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src.icon_state = "[deckstyle]_hand3"
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del(C)
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else
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user << "<span class='notice'>You can't mix cards from other decks.</span>"
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obj/item/toy/cards/cardhand/apply_card_vars(obj/item/toy/cards/newobj,obj/item/toy/cards/sourceobj)
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..()
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newobj.deckstyle = sourceobj.deckstyle
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newobj.icon_state = "[deckstyle]_hand2" // Another dumb hack, without this the hand is invisible (or has the default deckstyle) until another card is added.
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newobj.card_hitsound = sourceobj.card_hitsound
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newobj.card_force = sourceobj.card_force
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newobj.card_throwforce = sourceobj.card_throwforce
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newobj.card_throw_speed = sourceobj.card_throw_speed
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newobj.card_throw_range = sourceobj.card_throw_range
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newobj.card_attack_verb = sourceobj.card_attack_verb
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obj/item/toy/cards/singlecard
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name = "card"
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desc = "a card"
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icon = 'icons/obj/toy.dmi'
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icon_state = "singlecard_nanotrasen_down"
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w_class = 1.0
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var/cardname = null
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var/flipped = 0
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pixel_x = -5
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obj/item/toy/cards/singlecard/examine()
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set src in usr.contents
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if(ishuman(usr))
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var/mob/living/carbon/human/cardUser = usr
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if(cardUser.get_item_by_slot(slot_l_hand) == src || cardUser.get_item_by_slot(slot_r_hand) == src)
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cardUser.visible_message("<span class='notice'>[cardUser] checks \his card.</span>", "<span class='notice'>The card reads: [src.cardname]</span>")
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else
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cardUser << "<span class='notice'>You need to have the card in your hand to check it.</span>"
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obj/item/toy/cards/singlecard/verb/Flip()
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set name = "Flip Card"
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set category = "Object"
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set src in range(1)
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if(usr.stat || !ishuman(usr) || !usr.canmove || usr.restrained())
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return
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if(!flipped)
|
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src.flipped = 1
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if (cardname)
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src.icon_state = "sc_[cardname]_[deckstyle]"
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src.name = src.cardname
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else
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src.icon_state = "sc_Ace of Spades_[deckstyle]"
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src.name = "What Card"
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src.pixel_x = 5
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else if(flipped)
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src.flipped = 0
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src.icon_state = "singlecard_down_[deckstyle]"
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src.name = "card"
|
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src.pixel_x = -5
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|
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obj/item/toy/cards/singlecard/attackby(obj/item/I, mob/living/user)
|
||||
if(istype(I, /obj/item/toy/cards/singlecard/))
|
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var/obj/item/toy/cards/singlecard/C = I
|
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if(C.parentdeck == src.parentdeck)
|
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var/obj/item/toy/cards/cardhand/H = new/obj/item/toy/cards/cardhand(user.loc)
|
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H.currenthand += C.cardname
|
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H.currenthand += src.cardname
|
||||
H.parentdeck = C.parentdeck
|
||||
H.apply_card_vars(H,C)
|
||||
user.u_equip(C)
|
||||
H.pickup(user)
|
||||
user.put_in_active_hand(H)
|
||||
user << "<span class='notice'>You combine the [C.cardname] and the [src.cardname] into a hand.</span>"
|
||||
del(C)
|
||||
del(src)
|
||||
else
|
||||
user << "<span class='notice'>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.u_equip(src)
|
||||
user.visible_message("<span class='notice'>[user] adds a card to \his hand.</span>", "<span class='notice'>You add the [cardname] to your hand.</span>")
|
||||
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"
|
||||
del(src)
|
||||
else
|
||||
user << "<span class='notice'>You can't mix cards from other decks.</span>"
|
||||
|
||||
|
||||
obj/item/toy/cards/singlecard/attack_self(mob/user)
|
||||
if(usr.stat || !ishuman(usr) || !usr.canmove || usr.restrained())
|
||||
return
|
||||
Flip()
|
||||
|
||||
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
|
||||
newobj.force = newobj.card_force
|
||||
newobj.card_throwforce = sourceobj.card_throwforce
|
||||
newobj.throwforce = newobj.card_throwforce
|
||||
newobj.card_throw_speed = sourceobj.card_throw_speed
|
||||
newobj.throw_speed = newobj.card_throw_speed
|
||||
newobj.card_throw_range = sourceobj.card_throw_range
|
||||
newobj.throw_range = newobj.card_throw_range
|
||||
newobj.card_attack_verb = sourceobj.card_attack_verb
|
||||
newobj.attack_verb = newobj.card_attack_verb
|
||||
|
||||
|
||||
/*
|
||||
|| Syndicate playing cards, for pretending you're Gambit and playing poker for the nuke disk. ||
|
||||
*/
|
||||
|
||||
obj/item/toy/cards/deck/syndicate
|
||||
name = "suspicious looking deck of cards"
|
||||
desc = "A deck of space-grade playing cards. They seem unusually rigid."
|
||||
deckstyle = "syndicate"
|
||||
card_hitsound = 'sound/weapons/bladeslice.ogg'
|
||||
card_force = 15
|
||||
card_throwforce = 15
|
||||
card_throw_speed = 6
|
||||
card_throw_range = 20
|
||||
card_attack_verb = list("attacked", "sliced", "diced", "slashed", "cut")
|
||||
|
||||
/*
|
||||
|| Custom card decks ||
|
||||
*/
|
||||
obj/item/toy/cards/deck/black
|
||||
deckstyle = "black"
|
||||
|
||||
obj/item/toy/cards/deck/syndicate/black
|
||||
deckstyle = "black"
|
||||
|
||||
/obj/item/toy/nuke
|
||||
name = "\improper Nuclear Fission Explosive toy"
|
||||
desc = "A plastic model of a Nuclear Fission Explosive."
|
||||
|
||||
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+10466
-10461
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Reference in New Issue
Block a user