Port over remaining Lavaland ruins

This commit is contained in:
Mark van Alphen
2019-06-07 01:19:55 +02:00
parent 10ef2311ab
commit ba3f65049d
89 changed files with 10091 additions and 275 deletions
+2
View File
@@ -432,6 +432,8 @@
l_pocket = /obj/item/reagent_containers/food/pill/patch/styptic
r_pocket = /obj/item/flashlight/seclite
/obj/effect/mob_spawn/human/miner/explorer
outfit = /datum/outfit/job/mining/equipped
/obj/effect/mob_spawn/human/bartender
name = "Space Bartender"
@@ -36,9 +36,220 @@
if(prob(1))
mezzer()
/obj/item/clothing/glasses/meson/truesight
name = "The Lens of Truesight"
desc = "I can see forever!"
icon_state = "monocle"
item_state = "headset"
item_state = "headset"
// Die of Fate
/obj/item/dice/d20/fate
name = "\improper Die of Fate"
desc = "A die with twenty sides. You can feel unearthly energies radiating from it. Using this might be VERY risky."
icon_state = "d20"
var/reusable = TRUE
var/used = FALSE
/obj/item/dice/d20/fate/stealth
name = "d20"
desc = "A die with twenty sides. The preferred die to throw at the GM."
/obj/item/dice/d20/fate/one_use
reusable = FALSE
/obj/item/dice/d20/fate/one_use/stealth
name = "d20"
desc = "A die with twenty sides. The preferred die to throw at the GM."
/obj/item/dice/d20/fate/cursed
name = "cursed Die of Fate"
desc = "A die with twenty sides. You feel that rolling this is a REALLY bad idea."
color = "#00BB00"
rigged = DICE_TOTALLY_RIGGED
rigged_value = 1
/obj/item/dice/d20/fate/diceroll(mob/user)
. = ..()
if(!used)
if(!ishuman(user) || !user.mind || (user.mind in SSticker.mode.wizards))
to_chat(user, "<span class='warning'>You feel the magic of the dice is restricted to ordinary humans!</span>")
return
if(!reusable)
used = TRUE
var/turf/T = get_turf(src)
T.visible_message("<span class='userdanger'>[src] flares briefly.</span>")
addtimer(CALLBACK(src, .proc/effect, user, .), 1 SECONDS)
/obj/item/dice/d20/fate/equipped(mob/user, slot)
if(!ishuman(user) || !user.mind || (user.mind in SSticker.mode.wizards))
to_chat(user, "<span class='warning'>You feel the magic of the dice is restricted to ordinary humans! You should leave it alone.</span>")
forceMove(get_turf(user))
/obj/item/dice/d20/fate/proc/effect(var/mob/living/carbon/human/user, roll)
var/turf/T = get_turf(src)
switch(roll)
if(1)
//Dust
T.visible_message("<span class='userdanger'>[user] turns to dust!</span>")
user.dust()
if(2)
//Death
T.visible_message("<span class='userdanger'>[user] suddenly dies!</span>")
user.death()
if(3)
//Swarm of creatures
T.visible_message("<span class='userdanger'>A swarm of creatures surround [user]!</span>")
for(var/direction in alldirs)
new /mob/living/simple_animal/hostile/netherworld(get_step(get_turf(user),direction))
if(4)
//Destroy Equipment
T.visible_message("<span class='userdanger'>Everything [user] is holding and wearing disappears!</span>")
for(var/obj/item/I in user)
if(istype(I, /obj/item/implant))
continue
qdel(I)
if(5)
//Monkeying
T.visible_message("<span class='userdanger'>[user] transforms into a monkey!</span>")
user.monkeyize()
if(6)
//Cut speed
T.visible_message("<span class='userdanger'>[user] starts moving slower!</span>")
var/datum/species/S = user.dna.species
S.slowdown += 1
if(7)
//Throw
T.visible_message("<span class='userdanger'>Unseen forces throw [user]!</span>")
user.Stun(60)
user.adjustBruteLoss(50)
var/throw_dir = cardinal
var/atom/throw_target = get_edge_target_turf(user, throw_dir)
user.throw_at(throw_target, 200, 4)
if(8)
//Fueltank Explosion
T.visible_message("<span class='userdanger'>An explosion bursts into existence around [user]!</span>")
explosion(get_turf(user),-1,0,2, flame_range = 2)
if(9)
//Cold
var/datum/disease/D = new /datum/disease/cold()
T.visible_message("<span class='userdanger'>[user] looks a little under the weather!</span>")
user.ForceContractDisease(D)
if(10)
//Nothing
T.visible_message("<span class='userdanger'>Nothing seems to happen.</span>")
if(11)
//Cookie
T.visible_message("<span class='userdanger'>A cookie appears out of thin air!</span>")
var/obj/item/reagent_containers/food/snacks/cookie/C = new(drop_location())
do_smoke(0, drop_location())
C.name = "Cookie of Fate"
if(12)
//Healing
T.visible_message("<span class='userdanger'>[user] looks very healthy!</span>")
user.revive(full_heal = 1, admin_revive = 1)
if(13)
//Mad Dosh
T.visible_message("<span class='userdanger'>Mad dosh shoots out of [src]!</span>")
var/turf/Start = get_turf(src)
for(var/direction in alldirs)
var/turf/dirturf = get_step(Start,direction)
if(rand(0,1))
new /obj/item/stack/spacecash/c1000(dirturf)
else
var/obj/item/storage/bag/money/M = new(dirturf)
for(var/i in 1 to rand(5,50))
new /obj/item/coin/gold(M)
if(14)
//Free Gun
T.visible_message("<span class='userdanger'>An impressive gun appears!</span>")
do_smoke(0, drop_location())
new /obj/item/gun/projectile/revolver/mateba(drop_location())
if(15)
//Random One-use spellbook
T.visible_message("<span class='userdanger'>A magical looking book drops to the floor!</span>")
do_smoke(0, drop_location())
new /obj/item/spellbook/oneuse/random(drop_location())
if(16)
//Servant & Servant Summon
T.visible_message("<span class='userdanger'>A Dice Servant appears in a cloud of smoke!</span>")
var/mob/living/carbon/human/H = new(drop_location())
do_smoke(0, drop_location())
H.equipOutfit(/datum/outfit/butler)
var/datum/mind/servant_mind = new /datum/mind()
var/datum/objective/O = new
O.owner = servant_mind
O.target = H.mind
O.explanation_text = "Serve [user.real_name]."
servant_mind.objectives += O
servant_mind.transfer_to(H)
var/list/mob/dead/observer/candidates = pollCandidates("Do you want to play as the servant of [user.real_name]?", ROLE_WIZARD, poll_time = 50)
if(LAZYLEN(candidates))
var/mob/dead/observer/C = pick(candidates)
message_admins("[ADMIN_LOOKUPFLW(C)] was spawned as Dice Servant")
H.key = C.key
var/obj/effect/proc_holder/spell/targeted/summonmob/S = new
S.target_mob = H
user.mind.AddSpell(S)
if(17)
//Tator Kit
T.visible_message("<span class='userdanger'>A suspicious box appears!</span>")
new /obj/item/storage/box/syndicate(drop_location())
do_smoke(0, drop_location())
if(18)
//Captain ID
T.visible_message("<span class='userdanger'>A golden identification card appears!</span>")
new /obj/item/card/id/captains_spare(drop_location())
do_smoke(0, drop_location())
if(19)
//Instrinct Resistance
T.visible_message("<span class='userdanger'>[user] looks very robust!</span>")
var/datum/species/S = user.dna.species
S.brute_mod *= 0.5
S.burn_mod *= 0.5
if(20)
//Free wizard!
T.visible_message("<span class='userdanger'>Magic flows out of [src] and into [user]!</span>")
user.mind.make_Wizard()
// Butler outfit
/datum/outfit/butler
name = "Butler"
uniform = /obj/item/clothing/under/suit_jacket/really_black
shoes = /obj/item/clothing/shoes/laceup
head = /obj/item/clothing/head/bowlerhat
glasses = /obj/item/clothing/glasses/monocle
gloves = /obj/item/clothing/gloves/color/white
/obj/effect/proc_holder/spell/targeted/summonmob
name = "Summon Servant"
desc = "This spell can be used to call your servant, whenever you need it."
charge_max = 100
clothes_req = 0
invocation = "JE VES"
invocation_type = "whisper"
range = -1
level_max = 0 //cannot be improved
cooldown_min = 100
include_user = 1
var/mob/living/target_mob
action_icon_state = "summons"
/obj/effect/proc_holder/spell/targeted/summonmob/cast(list/targets, mob/user = usr)
if(!target_mob)
return
var/turf/Start = get_turf(user)
for(var/direction in alldirs)
var/turf/T = get_step(Start,direction)
if(!T.density)
target_mob.Move(T)
-40
View File
@@ -1,40 +0,0 @@
/obj/effect/step_trigger/message
var/message //the message to give to the mob
var/once = 1
/obj/effect/step_trigger/message/Trigger(mob/M as mob)
if(M.client)
to_chat(M, "<span class='info'>[message]</span>")
if(once)
qdel(src)
/obj/effect/step_trigger/teleport_fancy
var/locationx
var/locationy
var/uses = 1 //0 for infinite uses
var/entersparks = 0
var/exitsparks = 0
var/entersmoke = 0
var/exitsmoke = 0
/obj/effect/step_trigger/teleport_fancy/Trigger(mob/M as mob)
var/dest = locate(locationx, locationy, z)
M.Move(dest)
if(entersparks)
do_sparks(4, 1, src)
if(exitsparks)
do_sparks(4, 1, dest)
if(entersmoke)
var/datum/effect_system/smoke_spread/s = new
s.set_up(4, 1, src, 0)
s.start()
if(exitsmoke)
var/datum/effect_system/smoke_spread/s = new
s.set_up(4, 1, dest, 0)
s.start()
uses--
if(uses == 0)
qdel(src)
@@ -12,8 +12,12 @@
/obj/structure/closet/crate/necropolis/tendril
desc = "It's watching you suspiciously."
/obj/structure/closet/crate/necropolis/tendril/New()
/obj/structure/closet/crate/necropolis/tendril/New(add_loot = TRUE)
..()
if(!add_loot)
return
var/loot = rand(1,24)
switch(loot)
if(1)
@@ -68,4 +72,19 @@
new /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor(src)
new /obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor(src)
if(24)
new /obj/item/spellbook/oneuse/summonitem(src)
new /obj/item/spellbook/oneuse/summonitem(src)
/obj/structure/closet/crate/necropolis/puzzle
name = "puzzling chest"
/obj/structure/closet/crate/necropolis/puzzle/New()
..(FALSE)
var/loot = rand(1,3)
switch(loot)
if(1)
new /obj/item/soulstone/anybody(src)
if(2)
new /obj/item/wisp_lantern(src)
if(3)
new /obj/item/prisoncube(src)
@@ -4,7 +4,7 @@
icon = 'icons/mob/alien.dmi'
icon_state = "alienh_running"
icon_living = "alienh_running"
icon_dead = "alien_l"
icon_dead = "alienh_dead"
icon_gib = "syndicate_gib"
response_help = "pokes the"
response_disarm = "shoves the"
@@ -40,7 +40,7 @@
name = "alien drone"
icon_state = "aliend_running"
icon_living = "aliend_running"
icon_dead = "aliend_l"
icon_dead = "aliend_dead"
health = 60
maxHealth = 60
melee_damage_lower = 15
@@ -61,7 +61,7 @@
name = "alien sentinel"
icon_state = "aliens_running"
icon_living = "aliens_running"
icon_dead = "aliens_l"
icon_dead = "aliens_dead"
health = 120
maxHealth = 120
melee_damage_lower = 15
@@ -77,7 +77,7 @@
name = "alien queen"
icon_state = "alienq_running"
icon_living = "alienq_running"
icon_dead = "alienq_l"
icon_dead = "alienq_d"
health = 250
maxHealth = 250
melee_damage_lower = 15
@@ -1,7 +1,6 @@
/mob/living/simple_animal/hostile/creature
name = "creature"
desc = "A sanity-destroying otherthing."
icon = 'icons/mob/critter.dmi'
speak_emote = list("gibbers")
icon_state = "otherthing"
icon_living = "otherthing"
@@ -12,7 +12,7 @@
maxHealth = 250
max_mobs = 3
spawn_time = 300 //30 seconds default
mob_type = /mob/living/simple_animal/hostile/asteroid/basilisk/watcher/tendril
mob_types = list(/mob/living/simple_animal/hostile/asteroid/basilisk/watcher/tendril)
spawn_text = "emerges from"
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
@@ -73,7 +73,7 @@
qdel(src)
/mob/living/simple_animal/hostile/spawner/lavaland/goliath
mob_type = /mob/living/simple_animal/hostile/asteroid/goliath/beast/tendril
mob_types = list(/mob/living/simple_animal/hostile/asteroid/goliath/beast/tendril)
/mob/living/simple_animal/hostile/spawner/lavaland/legion
mob_type = /mob/living/simple_animal/hostile/asteroid/hivelord/legion/tendril
mob_types = list(/mob/living/simple_animal/hostile/asteroid/hivelord/legion/tendril)
@@ -0,0 +1,111 @@
/mob/living/simple_animal/hostile/netherworld
name = "creature"
desc = "A sanity-destroying otherthing from the netherworld."
icon_state = "otherthing"
icon_living = "otherthing"
icon_dead = "otherthing-dead"
health = 80
maxHealth = 80
obj_damage = 100
melee_damage_lower = 25
melee_damage_upper = 50
attacktext = "slashes"
attack_sound = 'sound/weapons/bladeslice.ogg'
faction = list("creature")
speak_emote = list("screams")
gold_core_spawnable = CHEM_MOB_SPAWN_HOSTILE
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
faction = list("nether")
/mob/living/simple_animal/hostile/netherworld/migo
name = "mi-go"
desc = "A pinkish, fungoid crustacean-like creature with numerous pairs of clawed appendages and a head covered with waving antennae."
speak_emote = list("screams", "clicks", "chitters", "barks", "moans", "growls", "meows", "reverberates", "roars", "squeaks", "rattles", "exclaims", "yells", "remarks", "mumbles", "jabbers", "stutters", "seethes")
icon_state = "mi-go"
icon_living = "mi-go"
icon_dead = "mi-go-dead"
attacktext = "lacerates"
speed = -0.5
var/static/list/migo_sounds
deathmessage = "wails as its form turns into a pulpy mush."
death_sound = 'sound/voice/hiss6.ogg'
/mob/living/simple_animal/hostile/netherworld/migo/Initialize()
. = ..()
migo_sounds = list('sound/items/bubblewrap.ogg', 'sound/items/change_jaws.ogg', 'sound/items/crowbar.ogg', 'sound/items/drink.ogg', 'sound/items/deconstruct.ogg', 'sound/items/change_drill.ogg', 'sound/items/dodgeball.ogg', 'sound/items/eatfood.ogg', 'sound/items/screwdriver.ogg', 'sound/items/weeoo1.ogg', 'sound/items/wirecutter.ogg', 'sound/items/welder.ogg', 'sound/items/zip.ogg', 'sound/items/rped.ogg', 'sound/items/ratchet.ogg', 'sound/items/polaroid1.ogg', 'sound/items/pshoom.ogg', 'sound/items/airhorn.ogg', 'sound/voice/bcreep.ogg', 'sound/voice/biamthelaw.ogg', 'sound/voice/ed209_20sec.ogg', 'sound/voice/hiss3.ogg', 'sound/voice/hiss6.ogg', 'sound/voice/mpatchedup.ogg', 'sound/voice/mfeelbetter.ogg', 'sound/weapons/sear.ogg', 'sound/ambience/antag/tatoralert.ogg', 'sound/mecha/nominal.ogg', 'sound/mecha/weapdestr.ogg', 'sound/mecha/critdestr.ogg', 'sound/mecha/imag_enh.ogg', 'sound/effects/adminhelp.ogg', 'sound/effects/alert.ogg', 'sound/effects/attackblob.ogg', 'sound/effects/bamf.ogg', 'sound/effects/blobattack.ogg', 'sound/effects/break_stone.ogg', 'sound/effects/bubbles.ogg', 'sound/effects/bubbles2.ogg', 'sound/effects/clang.ogg', 'sound/effects/clownstep2.ogg', 'sound/effects/dimensional_rend.ogg', 'sound/effects/doorcreaky.ogg', 'sound/effects/empulse.ogg', 'sound/effects/explosionfar.ogg', 'sound/effects/explosion1.ogg', 'sound/effects/grillehit.ogg', 'sound/effects/genetics.ogg', 'sound/effects/heartbeat.ogg', 'sound/effects/hyperspace_begin.ogg', 'sound/effects/hyperspace_end.ogg', 'sound/goonstation/effects/screech.ogg', 'sound/effects/phasein.ogg', 'sound/effects/picaxe1.ogg', 'sound/effects/sparks1.ogg', 'sound/effects/smoke.ogg', 'sound/effects/splat.ogg', 'sound/effects/snap.ogg', 'sound/effects/tendril_destroyed.ogg', 'sound/effects/supermatter.ogg', 'sound/misc/desceration-01.ogg', 'sound/misc/desceration-02.ogg', 'sound/misc/desceration-03.ogg', 'sound/misc/bloblarm.ogg', 'sound/goonstation/misc/airraid_loop.ogg', 'sound/misc/interference.ogg', 'sound/misc/notice1.ogg', 'sound/misc/notice2.ogg', 'sound/misc/sadtrombone.ogg', 'sound/misc/slip.ogg', 'sound/weapons/armbomb.ogg', 'sound/weapons/chainsaw.ogg', 'sound/weapons/emitter.ogg', 'sound/weapons/emitter2.ogg', 'sound/weapons/blade1.ogg', 'sound/weapons/bladeslice.ogg', 'sound/weapons/blastcannon.ogg', 'sound/weapons/blaster.ogg', 'sound/weapons/bulletflyby3.ogg', 'sound/weapons/circsawhit.ogg', 'sound/weapons/cqchit2.ogg', 'sound/weapons/drill.ogg', 'sound/weapons/genhit1.ogg', 'sound/weapons/gunshots/gunshot_silenced.ogg', 'sound/weapons/gunshots/gunshot.ogg', 'sound/weapons/handcuffs.ogg', 'sound/weapons/homerun.ogg', 'sound/weapons/kenetic_accel.ogg', 'sound/machines/fryer/deep_fryer_emerge.ogg', 'sound/machines/airlock_alien_prying.ogg', 'sound/machines/airlock_close.ogg', 'sound/machines/airlockforced.ogg', 'sound/machines/airlock_open.ogg', 'sound/machines/alarm.ogg', 'sound/machines/blender.ogg', 'sound/machines/boltsdown.ogg', 'sound/machines/boltsup.ogg', 'sound/machines/buzz-sigh.ogg', 'sound/machines/buzz-two.ogg', 'sound/machines/chime.ogg', 'sound/machines/defib_charge.ogg', 'sound/machines/defib_failed.ogg', 'sound/machines/defib_ready.ogg', 'sound/machines/defib_zap.ogg', 'sound/machines/deniedbeep.ogg', 'sound/machines/ding.ogg', 'sound/machines/disposalflush.ogg', 'sound/machines/door_close.ogg', 'sound/machines/door_open.ogg', 'sound/machines/engine_alert1.ogg', 'sound/machines/engine_alert2.ogg', 'sound/machines/hiss.ogg', 'sound/machines/honkbot_evil_laugh.ogg', 'sound/machines/juicer.ogg', 'sound/machines/ping.ogg', 'sound/ambience/signal.ogg', 'sound/machines/synth_no.ogg', 'sound/machines/synth_yes.ogg', 'sound/machines/terminal_alert.ogg', 'sound/machines/twobeep.ogg', 'sound/machines/ventcrawl.ogg', 'sound/machines/warning-buzzer.ogg', 'sound/ai/outbreak5.ogg', 'sound/ai/outbreak7.ogg', 'sound/ai/poweroff.ogg', 'sound/ai/radiation.ogg', 'sound/ai/shuttlecalled.ogg', 'sound/ai/shuttledock.ogg', 'sound/ai/shuttlerecalled.ogg', 'sound/ai/aimalf.ogg') //hahahaha fuck you code divers
/mob/living/simple_animal/hostile/netherworld/migo/say(message, bubble_type, var/list/spans = list(), sanitize = TRUE, datum/language/language = null, ignore_spam = FALSE, forced = null)
..()
if(stat)
return
var/chosen_sound = pick(migo_sounds)
playsound(src, chosen_sound, 50, TRUE)
/mob/living/simple_animal/hostile/netherworld/migo/Life()
..()
if(stat)
return
if(prob(10))
var/chosen_sound = pick(migo_sounds)
playsound(src, chosen_sound, 50, TRUE)
/mob/living/simple_animal/hostile/netherworld/blankbody
name = "blank body"
desc = "This looks human enough, but its flesh has an ashy texture, and it's face is featureless save an eerie smile."
icon_state = "blank-body"
icon_living = "blank-body"
icon_dead = "blank-dead"
gold_core_spawnable = CHEM_MOB_SPAWN_INVALID
health = 100
maxHealth = 100
melee_damage_lower = 5
melee_damage_upper = 10
attacktext = "punches"
deathmessage = "falls apart into a fine dust."
/mob/living/simple_animal/hostile/spawner
name = "netherworld link"
desc = null //see examine()
icon_state = "nether"
health = 50
spawn_time = 600 //1 minute
max_mobs = 15
icon = 'icons/mob/nest.dmi'
spawn_text = "crawls through"
mob_types = list(/mob/living/simple_animal/hostile/netherworld/migo, /mob/living/simple_animal/hostile/netherworld, /mob/living/simple_animal/hostile/netherworld/blankbody)
faction = list("nether")
/obj/structure/spawner/nether/Initialize()
.=..()
START_PROCESSING(SSprocessing, src)
/obj/structure/spawner/nether/examine(mob/user)
..()
if(isskeleton(user))
to_chat(user, "A direct link to another dimension full of creatures very happy to see you. <span class='nicegreen'>You can see your house from here!</span>")
else
to_chat(user, "A direct link to another dimension full of creatures not very happy to see you. <span class='warning'>Entering the link would be a very bad idea.</span>")
/obj/structure/spawner/nether/attack_hand(mob/user)
. = ..()
if(isskeleton(user))
to_chat(user, "<span class='notice'>You don't feel like going home yet...</span>")
else
user.visible_message("<span class='warning'>[user] is violently pulled into the link!</span>", \
"<span class='userdanger'>Touching the portal, you are quickly pulled through into a world of unimaginable horror!</span>")
contents.Add(user)
/obj/structure/spawner/nether/process()
for(var/mob/living/M in contents)
if(M)
playsound(src, 'sound/magic/demon_consume.ogg', 50, 1)
M.adjustBruteLoss(60)
new /obj/effect/gibspawner/generic(get_turf(M), M)
if(M.stat == DEAD)
var/mob/living/simple_animal/hostile/netherworld/blankbody/blank
blank = new(loc)
blank.name = "[M]"
blank.desc = "It's [M], but [M.p_their()] flesh has an ashy texture, and [M.p_their()] face is featureless save an eerie smile."
visible_message("<span class='warning'>[M] reemerges from the link!</span>")
qdel(M)
@@ -7,7 +7,7 @@
var/max_mobs = 5
var/spawn_delay = 0
var/spawn_time = 300 //30 seconds default
var/mob_type = /mob/living/simple_animal/hostile/carp
var/mob_types = list(/mob/living/simple_animal/hostile/carp)
var/spawn_text = "emerges from"
status_flags = 0
move_resist = MOVE_FORCE_VERY_STRONG
@@ -39,7 +39,8 @@
if(spawn_delay > world.time)
return 0
spawn_delay = world.time + spawn_time
var/mob/living/simple_animal/L = new mob_type(src.loc)
var/chosen_type = pick(mob_types)
var/mob/living/simple_animal/L = new chosen_type(loc)
L.admin_spawned = admin_spawned //If we were admin spawned, lets have our children count as that as well.
spawned_mobs += L
L.nest = src
@@ -51,7 +52,7 @@
icon = 'icons/obj/device.dmi'
icon_state = "syndbeacon"
spawn_text = "warps in from"
mob_type = /mob/living/simple_animal/hostile/syndicate/ranged
mob_types = list(/mob/living/simple_animal/hostile/syndicate/ranged)
faction = list("syndicate")
/mob/living/simple_animal/hostile/spawner/mining
@@ -64,21 +65,21 @@
max_mobs = 3
icon = 'icons/mob/nest.dmi'
spawn_text = "crawls out of"
mob_type = /mob/living/simple_animal/hostile/asteroid/goldgrub
mob_types = list(/mob/living/simple_animal/hostile/asteroid/goldgrub)
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
faction = list("mining")
/mob/living/simple_animal/hostile/spawner/mining/goliath
name = "goliath den"
desc = "A den housing a nest of goliaths, oh god why?"
mob_type = /mob/living/simple_animal/hostile/asteroid/goliath
mob_types = list(/mob/living/simple_animal/hostile/asteroid/goliath)
/mob/living/simple_animal/hostile/spawner/mining/hivelord
name = "hivelord den"
desc = "A den housing a nest of hivelords."
mob_type = /mob/living/simple_animal/hostile/asteroid/hivelord
mob_types = list(/mob/living/simple_animal/hostile/asteroid/hivelord)
/mob/living/simple_animal/hostile/spawner/mining/basilisk
name = "basilisk den"
desc = "A den housing a nest of basilisks, bring a coat."
mob_type = /mob/living/simple_animal/hostile/asteroid/basilisk
mob_types = list(/mob/living/simple_animal/hostile/asteroid/basilisk)
+8
View File
@@ -40,6 +40,14 @@
/datum/proc/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1, var/datum/nano_ui/master_ui = null, var/datum/topic_state/state = default_state)
return
/**
* The UI-close proc is called when the UI is closed.
*
* @param user /mob The mob who was interacting with this UI.
*/
/datum/proc/on_ui_close(mob/user)
return
/**
* The ui_data proc is used to get data for the interface
*
+2
View File
@@ -444,6 +444,8 @@ nanoui is used to open and update nano browser uis
for(var/datum/nanoui/child in children)
child.close()
src_object.on_ui_close(user)
/**
* Set the UI window to call the nanoclose verb when the window is closed
* This allows Nano to handle closed windows
@@ -299,6 +299,18 @@
user.apply_damage(300, BRUTE, affecting)
user.visible_message("<span class='danger'>[user.name] fires [src] at [user.p_their()] head!</span>", "<span class='userdanger'>You fire [src] at your head!</span>", "<span class='italics'>You hear a gunshot!</span>")
/obj/item/gun/projectile/revolver/russian/soul
name = "cursed Russian revolver"
desc = "To play with this revolver requires wagering your very soul."
/obj/item/gun/projectile/revolver/russian/soul/shoot_self(mob/living/user)
..()
var/obj/item/soulstone/anybody/SS = new /obj/item/soulstone/anybody(get_turf(src))
if(!SS.transfer_soul("FORCE", user)) //Something went wrong
qdel(SS)
return
user.visible_message("<span class='danger'>[user.name]'s soul is captured by \the [src]!</span>", "<span class='userdanger'>You've lost the gamble! Your soul is forfeit!</span>")
/obj/item/gun/projectile/revolver/capgun
name = "cap gun"
desc = "Looks almost like the real thing! Ages 8 and up."
@@ -115,6 +115,24 @@
update_flags |= M.adjustToxLoss(1, FALSE)
return list(0, update_flags)
/datum/reagent/consumable/ethanol/hooch
name = "Hooch"
id = "hooch"
description = "Either someone's failure at cocktail making or attempt in alcohol production. In any case, do you really want to drink that?"
color = "#664300" // rgb: 102, 67, 0
dizzy_adj = 7
alcohol_perc = 1
drink_icon = "glass_brown2"
drink_name = "Hooch"
drink_desc = "You've really hit rock bottom now... your liver packed its bags and left last night."
taste_message = "pure resignation"
/datum/reagent/consumable/ethanol/hooch/on_mob_life(mob/living/carbon/M)
if(M.mind && M.mind.assigned_role == "Assistant")
M.heal_organ_damage(1, 1)
. = 1
return ..() || .
/datum/reagent/consumable/ethanol/rum
name = "Rum"
id = "rum"
@@ -1361,3 +1379,15 @@
taste_message = flavor
if(holder.my_atom)
holder.my_atom.on_reagent_change()
/datum/reagent/consumable/ethanol/bacchus_blessing //An EXTREMELY powerful drink. Smashed in seconds, dead in minutes.
name = "Bacchus' Blessing"
id = "bacchus_blessing"
description = "Unidentifiable mixture. Unmeasurably high alcohol content."
color = rgb(51, 19, 3) //Sickly brown
dizzy_adj = 21
alcohol_perc = 3 //I warned you
drink_icon = "glass_brown2"
drink_name = "Bacchus' Blessing"
drink_desc = "You didn't think it was possible for a liquid to be so utterly revolting. Are you sure about this...?"
taste_message = "a wall of bricks"
@@ -290,6 +290,11 @@
addiction_chance = 5
taste_message = "health"
/datum/reagent/medicine/omnizine/godblood
name = "Godblood"
description = "Slowly heals all damage types. Has a rather high overdose threshold. Glows with mysterious power."
overdose_threshold = 150
/datum/reagent/medicine/omnizine/on_mob_life(mob/living/M)
var/update_flags = STATUS_UPDATE_NONE
update_flags |= M.adjustToxLoss(-1*REAGENTS_EFFECT_MULTIPLIER, FALSE)
@@ -1174,3 +1174,14 @@
M.electrocute_act(rand(5, 20), "Teslium in their body", 1, TRUE) //Override because it's caused from INSIDE of you
playsound(M, "sparks", 50, 1)
return ..()
/datum/reagent/gluttonytoxin
name = "Gluttony's Blessing"
id = "gluttonytoxin"
description = "An advanced corruptive toxin produced by something terrible."
reagent_state = LIQUID
color = "#5EFF3B" //RGB: 94, 255, 59
taste_message = "decay"
/datum/reagent/gluttonytoxin/reaction_mob(mob/living/L, method=TOUCH, reac_volume)
L.ForceContractDisease(new /datum/disease/transformation/morph())
@@ -851,4 +851,20 @@
required_reagents = list("rum" = 5, "cream" = 5, "egg" = 5)
result_amount = 15
mix_message = "The eggs nog together. Pretend that \"nog\" is a verb."
mix_sound = 'sound/goonstation/misc/drinkfizz.ogg'
mix_sound = 'sound/goonstation/misc/drinkfizz.ogg'
/datum/chemical_reaction/hooch
name = "Hooch"
id = "hooch"
result = "hooch"
required_reagents = list("ethanol" = 2, "fuel" = 1)
result_amount = 3
required_catalysts = list("enzyme" = 1)
/datum/chemical_reaction/bacchus_blessing
name = "Bacchus' Blessing"
id = "bacchus_blessing"
result = "bacchus_blessing"
required_reagents = list("hooch" = 1, "absinthe" = 1, "manlydorf" = 1, "syndicatebomb" = 1)
result_amount = 4
mix_message = "<span class='warning'>The mixture turns to a sickening froth.</span>"
@@ -289,12 +289,6 @@
icon_state = "[rounded_vol]"
item_state = "syringe_[rounded_vol]"
////////////////////////////////////////////////////////////////////////////////
/// Syringes. END
////////////////////////////////////////////////////////////////////////////////
/obj/item/reagent_containers/syringe/antiviral
name = "Syringe (spaceacillin)"
desc = "Contains antiviral agents."
@@ -327,3 +321,10 @@
name = "bioterror syringe"
desc = "Contains several paralyzing reagents."
list_reagents = list("neurotoxin" = 5, "capulettium_plus" = 5, "sodium_thiopental" = 5)
/obj/item/reagent_containers/syringe/gluttony
name = "Gluttony's Blessing"
desc = "A syringe recovered from a dread place. It probably isn't wise to use."
amount_per_transfer_from_this = 1
volume = 1
list_reagents = list("gluttonytoxin" = 1)
@@ -0,0 +1,244 @@
// Dead Ratvar
/obj/structure/dead_ratvar
name = "hulking wreck"
desc = "The remains of a monstrous war machine."
icon = 'icons/obj/lavaland/dead_ratvar.dmi'
icon_state = "dead_ratvar"
flags = ON_BORDER
appearance_flags = 0
layer = FLY_LAYER
anchored = TRUE
density = TRUE
bound_width = 416
bound_height = 64
pixel_y = -10
unacidable = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF
// An "overlay" used by clockwork walls and floors to appear normal to mesons.
/obj/effect/clockwork/overlay
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/atom/linked
/obj/effect/clockwork/overlay/examine(mob/user)
if(linked)
linked.examine(user)
/obj/effect/clockwork/overlay/ex_act()
return FALSE
/obj/effect/clockwork/overlay/singularity_act()
return
/obj/effect/clockwork/overlay/singularity_pull()
return
/obj/effect/clockwork/overlay/singularity_pull(S, current_size)
return
/obj/effect/clockwork/overlay/Destroy()
if(linked)
linked = null
. = ..()
/obj/effect/clockwork/overlay/wall
name = "clockwork wall"
icon = 'icons/turf/walls/clockwork_wall.dmi'
icon_state = "clockwork_wall"
canSmoothWith = list(/obj/effect/clockwork/overlay/wall, /obj/structure/falsewall/brass)
smooth = SMOOTH_TRUE
layer = CLOSED_TURF_LAYER
/obj/effect/clockwork/overlay/wall/Initialize(mapload)
. = ..()
queue_smooth_neighbors(src)
addtimer(CALLBACK(GLOBAL_PROC, .proc/queue_smooth, src), 1)
/obj/effect/clockwork/overlay/wall/Destroy()
queue_smooth_neighbors(src)
return ..()
/obj/effect/clockwork/overlay/floor
icon = 'icons/turf/floors.dmi'
icon_state = "clockwork_floor"
layer = TURF_LAYER
plane = FLOOR_PLANE
/obj/effect/clockwork/overlay/floor/bloodcult //this is used by BLOOD CULT, it shouldn't use such a path...
icon_state = "cult"
// Wall gears
//A massive gear, effectively a girder for clocks.
/obj/structure/clockwork/wall_gear
name = "massive gear"
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "wall_gear"
climbable = TRUE
max_integrity = 100
can_deconstruct = TRUE
desc = "A massive brass gear. You could probably secure or unsecure it with a wrench, or just climb over it."
/obj/structure/clockwork/wall_gear/displaced
anchored = FALSE
/obj/structure/clockwork/wall_gear/Initialize()
. = ..()
new /obj/effect/temp_visual/ratvar/gear(get_turf(src))
/obj/structure/clockwork/wall_gear/emp_act(severity)
return
/obj/structure/clockwork/wall_gear/attackby(obj/item/I, mob/user, params)
if(iswrench(I))
default_unfasten_wrench(user, I, 10)
return 1
else if(isscrewdriver(I))
if(anchored)
to_chat(user, "<span class='warning'>[src] needs to be unsecured to disassemble it!</span>")
else
var/obj/item/screwdriver/S = I
user.visible_message("<span class='warning'>[user] starts to disassemble [src].</span>", "<span class='notice'>You start to disassemble [src]...</span>")
if(do_after(user, 30 * S.toolspeed, target = src) && !anchored)
playsound(loc, S.usesound, 50, 1)
to_chat(user, "<span class='notice'>You disassemble [src].</span>")
deconstruct(TRUE)
return 1
else if(istype(I, /obj/item/stack/tile/brass))
var/obj/item/stack/tile/brass/W = I
if(W.get_amount() < 1)
to_chat(user, "<span class='warning'>You need one brass sheet to do this!</span>")
return
var/turf/T = get_turf(src)
if(iswallturf(T))
to_chat(user, "<span class='warning'>There is already a wall present!</span>")
return
if(!isfloorturf(T))
to_chat(user, "<span class='warning'>A floor must be present to build a [anchored ? "false ":""]wall!</span>")
return
if(locate(/obj/structure/falsewall) in T.contents)
to_chat(user, "<span class='warning'>There is already a false wall present!</span>")
return
to_chat(user, "<span class='notice'>You start adding [W] to [src]...</span>")
if(do_after(user, 20, target = src))
var/brass_floor = FALSE
if(istype(T, /turf/simulated/floor/clockwork)) //if the floor is already brass, costs less to make(conservation of masssssss)
brass_floor = TRUE
if(W.use(2 - brass_floor))
if(anchored)
T.ChangeTurf(/turf/simulated/wall/clockwork)
else
T.ChangeTurf(/turf/simulated/floor/clockwork)
new /obj/structure/falsewall/brass(T)
qdel(src)
else
to_chat(user, "<span class='warning'>You need more brass to make a [anchored ? "false ":""]wall!</span>")
return 1
return ..()
/obj/structure/clockwork/wall_gear/deconstruct(disassembled = TRUE)
if(can_deconstruct && disassembled)
new /obj/item/stack/tile/brass(loc, 3)
return ..()
//Shards of Alloy, suitable only as a source of power for a replica fabricator.
/obj/item/clockwork/alloy_shards
name = "replicant alloy shards"
desc = "Broken shards of some oddly malleable metal. They occasionally move and seem to glow."
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "alloy_shards"
resistance_flags = LAVA_PROOF | FIRE_PROOF
unacidable = TRUE
var/randomsinglesprite = FALSE
var/randomspritemax = 2
var/sprite_shift = 9
/obj/item/clockwork/alloy_shards/Initialize()
. = ..()
if(randomsinglesprite)
replace_name_desc()
icon_state = "[icon_state][rand(1, randomspritemax)]"
pixel_x = rand(-sprite_shift, sprite_shift)
pixel_y = rand(-sprite_shift, sprite_shift)
/obj/item/clockwork/alloy_shards/proc/replace_name_desc()
name = "replicant alloy shard"
desc = "A broken shard of some oddly malleable metal. It occasionally moves and seems to glow."
/obj/item/clockwork/alloy_shards/clockgolem_remains
name = "clockwork golem scrap"
desc = "A pile of scrap metal. It seems damaged beyond repair."
icon_state = "clockgolem_dead"
sprite_shift = 0
/obj/item/clockwork/alloy_shards/large
w_class = WEIGHT_CLASS_TINY
randomsinglesprite = TRUE
icon_state = "shard_large"
sprite_shift = 9
/obj/item/clockwork/alloy_shards/medium
w_class = WEIGHT_CLASS_TINY
randomsinglesprite = TRUE
icon_state = "shard_medium"
sprite_shift = 10
/obj/item/clockwork/alloy_shards/medium/gear_bit
randomspritemax = 4
icon_state = "gear_bit"
sprite_shift = 12
/obj/item/clockwork/alloy_shards/medium/gear_bit/replace_name_desc()
name = "gear bit"
desc = "A broken chunk of a gear. You want it."
/obj/item/clockwork/alloy_shards/medium/gear_bit/large //gives more power
/obj/item/clockwork/alloy_shards/medium/gear_bit/large/replace_name_desc()
..()
name = "complex gear bit"
/obj/item/clockwork/alloy_shards/small
w_class = WEIGHT_CLASS_TINY
randomsinglesprite = TRUE
randomspritemax = 3
icon_state = "shard_small"
sprite_shift = 12
/obj/item/clockwork/alloy_shards/pinion_lock
name = "pinion lock"
desc = "A dented and scratched gear. It's very heavy."
icon_state = "pinion_lock"
/obj/item/clockwork/component/belligerent_eye
name = "belligerent eye"
desc = "A brass construct with a rotating red center. It's as though it's looking for something to hurt."
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "belligerent_eye"
/obj/item/clockwork/component/belligerent_eye/blind_eye
name = "blind eye"
desc = "A heavy brass eye, its red iris fallen dark."
icon_state = "blind_eye"
w_class = WEIGHT_CLASS_NORMAL
/obj/item/clockwork/component/geis_capacitor/fallen_armor
name = "fallen armor"
desc = "Lifeless chunks of armor. They're designed in a strange way and won't fit on you."
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "fallen_armor"
w_class = WEIGHT_CLASS_NORMAL
//Ratvarian spear: A relatively fragile spear from the Celestial Derelict. Deals extreme damage to silicons and enemy cultists, but doesn't last long when summoned.
/obj/item/clockwork/weapon/ratvarian_spear
name = "ratvarian spear"
desc = "A razor-sharp spear made of brass. It thrums with barely-contained energy."
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "ratvarian_spear"
item_state = "ratvarian_spear"
force = 15 //Extra damage is dealt to targets in attack()
throwforce = 25
armour_penetration = 10
sharp = TRUE
attack_verb = list("stabbed", "poked", "slashed")
hitsound = 'sound/weapons/bladeslice.ogg'
w_class = WEIGHT_CLASS_BULKY
var/bonus_burn = 5
@@ -0,0 +1,49 @@
/obj/structure/sacrificealtar
name = "sacrificial altar"
desc = "An altar designed to perform blood sacrifice for a deity."
icon = 'icons/obj/hand_of_god_structures.dmi'
icon_state = "sacrificealtar"
anchored = TRUE
density = FALSE
can_buckle = TRUE
/obj/structure/sacrificealtar/attack_hand(mob/living/user)
if(user.incapacitated())
return
if(!has_buckled_mobs())
return
var/mob/living/L = buckled_mob
if(!L)
return
to_chat(user, "<span class='notice'>You attempt to sacrifice [L] by invoking the sacrificial ritual.</span>")
L.gib()
message_admins("[ADMIN_LOOKUPFLW(user)] has sacrificed [key_name_admin(L)] on the sacrificial altar at [AREACOORD(src)].")
/obj/structure/healingfountain
name = "healing fountain"
desc = "A fountain containing the waters of life."
icon = 'icons/obj/hand_of_god_structures.dmi'
icon_state = "fountain"
anchored = TRUE
density = TRUE
var/time_between_uses = 1800
var/last_process = 0
/obj/structure/healingfountain/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(last_process + time_between_uses > world.time)
to_chat(user, "<span class='notice'>The fountain appears to be empty.</span>")
return
last_process = world.time
to_chat(user, "<span class='notice'>The water feels warm and soothing as you touch it. The fountain immediately dries up shortly afterwards.</span>")
user.reagents.add_reagent(/datum/reagent/medicine/omnizine/godblood, 20)
update_icon()
addtimer(CALLBACK(src, .proc/update_icon), time_between_uses)
/obj/structure/healingfountain/update_icon()
if(last_process + time_between_uses > world.time)
icon_state = "fountain"
else
icon_state = "fountain-red"
@@ -0,0 +1,7 @@
/obj/effect/spawner/lootdrop/pizzaparty
name = "pizza bomb spawner"
loot = list(/obj/item/pizzabox/margherita = 3,
/obj/item/pizzabox/meat = 3,
/obj/item/pizzabox/mushroom = 3,
/obj/item/pizza_bomb = 1)
lootdoubles = FALSE
@@ -0,0 +1,351 @@
/obj/effect/sliding_puzzle
name = "Sliding puzzle generator"
icon = 'icons/obj/items.dmi' //mapping
icon_state = "syndballoon"
invisibility = INVISIBILITY_ABSTRACT
anchored = TRUE
var/list/elements
var/floor_type = /turf/simulated/floor/vault
var/finished = FALSE
var/reward_type = /obj/item/reagent_containers/food/snacks/cookie
var/element_type = /obj/structure/puzzle_element
var/auto_setup = TRUE
var/empty_tile_id
//Gets the turf where the tile with given id should be
/obj/effect/sliding_puzzle/proc/get_turf_for_id(id)
var/turf/center = get_turf(src)
switch(id)
if(1)
return get_step(center,NORTHWEST)
if(2)
return get_step(center,NORTH)
if(3)
return get_step(center,NORTHEAST)
if(4)
return get_step(center,WEST)
if(5)
return center
if(6)
return get_step(center,EAST)
if(7)
return get_step(center,SOUTHWEST)
if(8)
return get_step(center,SOUTH)
if(9)
return get_step(center,SOUTHEAST)
/obj/effect/sliding_puzzle/Initialize(mapload)
..()
return INITIALIZE_HINT_LATELOAD
/obj/effect/sliding_puzzle/LateInitialize()
if(auto_setup)
setup()
/obj/effect/sliding_puzzle/proc/check_setup_location()
for(var/id in 1 to 9)
var/turf/T = get_turf_for_id(id)
if(!T)
return FALSE
if(istype(T, /turf/simulated/wall/indestructible) || istype(T, /turf/simulated/floor/indestructible))
return FALSE
return TRUE
/obj/effect/sliding_puzzle/proc/validate()
if(finished)
return
if(elements.len < 8) //Someone broke it
qdel(src)
//Check if everything is in place
for(var/id in 1 to 9)
var/target_turf = get_turf_for_id(id)
var/obj/structure/puzzle_element/E = locate() in target_turf
if(id == empty_tile_id && !E) // This location should be empty.
continue
if(!E || E.id != id) //wrong tile or no tile at all
return
//Ding ding
finish()
/obj/effect/sliding_puzzle/Destroy()
if(LAZYLEN(elements))
for(var/obj/structure/puzzle_element/E in elements)
E.source = null
elements.Cut()
return ..()
#define COLLAPSE_DURATION 7
/obj/effect/sliding_puzzle/proc/finish()
finished = TRUE
for(var/mob/M in range(7,src))
shake_camera(M, COLLAPSE_DURATION , 1)
for(var/obj/structure/puzzle_element/E in elements)
E.collapse()
dispense_reward()
/obj/effect/sliding_puzzle/proc/dispense_reward()
new reward_type(get_turf(src))
/obj/effect/sliding_puzzle/proc/is_solvable()
var/list/current_ordering = list()
for(var/obj/structure/puzzle_element/E in elements_in_order())
current_ordering += E.id
var/swap_tally = 0
for(var/i in 1 to current_ordering.len)
var/checked_value = current_ordering[i]
for(var/j in i to current_ordering.len)
if(current_ordering[j] < checked_value)
swap_tally++
return swap_tally % 2 == 0
//swap two tiles in same row
/obj/effect/sliding_puzzle/proc/make_solvable()
var/first_tile_id = 1
var/other_tile_id = 2
if(empty_tile_id == 1 || empty_tile_id == 2) //Can't swap with empty one so just grab some in second row
first_tile_id = 4
other_tile_id = 5
var/turf/T1 = get_turf_for_id(first_tile_id)
var/turf/T2 = get_turf_for_id(other_tile_id)
var/obj/structure/puzzle_element/E1 = locate() in T1
var/obj/structure/puzzle_element/E2 = locate() in T2
E1.forceMove(T2)
E2.forceMove(T1)
/proc/cmp_xy_desc(atom/movable/A, atom/movable/B)
if(A.y > B.y)
return -1
if(A.y < B.y)
return 1
if(A.x > B.x)
return 1
if(A.x < B.x)
return -1
return 0
/obj/effect/sliding_puzzle/proc/elements_in_order()
return sortTim(elements,cmp=/proc/cmp_xy_desc)
/obj/effect/sliding_puzzle/proc/get_base_icon()
var/icon/I = new('icons/obj/puzzle.dmi')
var/list/puzzles = icon_states(I)
var/puzzle_state = pick(puzzles)
var/icon/P = new('icons/obj/puzzle.dmi',puzzle_state)
return P
/obj/effect/sliding_puzzle/proc/setup()
//First we slice the 96x96 icon into 32x32 pieces
var/list/puzzle_pieces = list() //id -> icon list
var/width = 3
var/height = 3
var/list/left_ids = list()
var/tile_count = width * height
//Generate per tile icons
for(var/id in 1 to tile_count)
var/y = width - round((id - 1) / width)
var/x = ((id - 1) % width) + 1
var/x_start = 1 + (x - 1) * world.icon_size
var/x_end = x_start + world.icon_size - 1
var/y_start = 1 + ((y - 1) * world.icon_size)
var/y_end = y_start + world.icon_size - 1
var/icon/T = get_base_icon()
T.Crop(x_start,y_start,x_end,y_end)
puzzle_pieces["[id]"] = T
left_ids += id
//Setup random empty tile
empty_tile_id = pick_n_take(left_ids)
var/turf/empty_tile_turf = get_turf_for_id(empty_tile_id)
empty_tile_turf.ChangeTurf(floor_type, keep_icon = FALSE, ignore_air = FALSE)
var/mutable_appearance/MA = new(puzzle_pieces["[empty_tile_id]"])
MA.layer = empty_tile_turf.layer + 0.1
empty_tile_turf.add_overlay(MA)
elements = list()
var/list/empty_spots = left_ids.Copy()
for(var/spot_id in empty_spots)
var/turf/T = get_turf_for_id(spot_id)
T = T.ChangeTurf(floor_type, keep_icon = FALSE, ignore_air = FALSE)
var/obj/structure/puzzle_element/E = new element_type(T)
elements += E
var/chosen_id = pick_n_take(left_ids)
E.puzzle_icon = puzzle_pieces["[chosen_id]"]
E.source = src
E.id = chosen_id
E.set_puzzle_icon()
if(!is_solvable())
make_solvable()
/obj/structure/puzzle_element
name = "mysterious pillar"
desc = "puzzling..."
icon = 'icons/obj/lavaland/artefacts.dmi'
icon_state = "puzzle_pillar"
anchored = FALSE
density = TRUE
var/id = 0
var/obj/effect/sliding_puzzle/source
var/icon/puzzle_icon
/obj/structure/puzzle_element/Move(nloc, dir)
if(!isturf(nloc) || moving_diagonally || get_dist(get_step(src,dir),get_turf(source)) > 1)
return 0
else
return ..()
/obj/structure/puzzle_element/proc/set_puzzle_icon()
cut_overlays()
if(puzzle_icon)
//Need to scale it down a bit to fit the static border
var/icon/C = new(puzzle_icon)
C.Scale(19,19)
var/mutable_appearance/puzzle_small = new(C)
puzzle_small.layer = layer + 0.1
puzzle_small.pixel_x = 7
puzzle_small.pixel_y = 7
add_overlay(puzzle_small)
/obj/structure/puzzle_element/Destroy()
if(source)
source.elements -= src
source.validate()
return ..()
//Set the full image on the turf and delete yourself
/obj/structure/puzzle_element/proc/collapse()
var/turf/T = get_turf(src)
var/mutable_appearance/MA = new(puzzle_icon)
MA.layer = T.layer + 0.1
T.add_overlay(MA)
//Some basic shaking animation
for(var/i in 1 to COLLAPSE_DURATION)
animate(src, pixel_x=rand(-5,5), pixel_y=rand(-2,2), time=1)
QDEL_IN(src,COLLAPSE_DURATION)
/obj/structure/puzzle_element/Moved()
. = ..()
source.validate()
//Admin abuse version so you can pick the icon before it sets up
/obj/effect/sliding_puzzle/admin
auto_setup = FALSE
var/icon/puzzle_icon
var/puzzle_state
/obj/effect/sliding_puzzle/admin/get_base_icon()
var/icon/I = new(puzzle_icon,puzzle_state)
return I
//Ruin version
/obj/effect/sliding_puzzle/lavaland
reward_type = /obj/structure/closet/crate/necropolis/puzzle
/obj/effect/sliding_puzzle/lavaland/dispense_reward()
if(prob(25))
//If it's not roaming somewhere else already.
var/mob/living/simple_animal/hostile/megafauna/bubblegum/B = locate() in GLOB.mob_list
if(!B)
reward_type = /mob/living/simple_animal/hostile/megafauna/bubblegum
return ..()
//Prison cube version
/obj/effect/sliding_puzzle/prison
auto_setup = FALSE //This will be done by cube proc
var/mob/living/prisoner
element_type = /obj/structure/puzzle_element/prison
/obj/effect/sliding_puzzle/prison/get_base_icon()
if(!prisoner)
CRASH("Prison cube without prisoner")
prisoner.setDir(SOUTH)
var/icon/I = getFlatIcon(prisoner)
I.Scale(96,96)
return I
/obj/effect/sliding_puzzle/prison/Destroy()
if(prisoner)
to_chat(prisoner,"<span class='userdanger'>With the cube broken by force, you can feel your body falling apart.</span>")
prisoner.death()
qdel(prisoner)
. = ..()
/obj/effect/sliding_puzzle/prison/dispense_reward()
prisoner.forceMove(get_turf(src))
prisoner.notransform = FALSE
prisoner = null
//Some armor so it's harder to kill someone by mistake.
/obj/structure/puzzle_element/prison
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 50, "rad" = 50, "fire" = 50, "acid" = 50)
/obj/structure/puzzle_element/prison/relaymove(mob/user)
return
/obj/item/prisoncube
name = "Prison Cube"
desc = "Dusty cube with humanoid imprint on it."
icon = 'icons/obj/lavaland/artefacts.dmi'
icon_state = "prison_cube"
/obj/item/prisoncube/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
. = ..()
if(!proximity_flag || !isliving(target))
return
var/mob/living/victim = target
var/mob/living/carbon/carbon_victim = victim
//Handcuffed or unconcious
if(istype(carbon_victim) && carbon_victim.handcuffed || victim.stat != CONSCIOUS)
if(!puzzle_imprison(target))
to_chat(user,"<span class='warning'>[src] does nothing.</span>")
return
to_chat(user,"<span class='warning'>You trap [victim] in the prison cube!</span>")
qdel(src)
else
to_chat(user,"<span class='notice'>[src] only accepts restrained or unconcious prisoners.</span>")
/proc/puzzle_imprison(mob/living/prisoner)
var/turf/T = get_turf(prisoner)
var/obj/effect/sliding_puzzle/prison/cube = new(T)
if(!cube.check_setup_location())
qdel(cube)
return FALSE
//First grab the prisoner and move them temporarily into the generator so they won't get thrown around.
prisoner.notransform = TRUE
prisoner.forceMove(cube)
to_chat(prisoner,"<span class='userdanger'>You're trapped by the prison cube! You will remain trapped until someone solves it.</span>")
//Clear the area from objects (and cube user)
var/list/things_to_throw = list()
for(var/atom/movable/AM in range(1,T))
if(!AM.anchored)
things_to_throw += AM
for(var/atom/movable/AM in things_to_throw)
var/throwtarget = get_edge_target_turf(T, get_dir(T, get_step_away(AM, T)))
AM.throw_at(throwtarget, 2, 3)
//Create puzzle itself
cube.prisoner = prisoner
cube.setup()
//Move them into random block
var/obj/structure/puzzle_element/E = pick(cube.elements)
prisoner.forceMove(E)
return TRUE
@@ -0,0 +1,156 @@
//These objects are used in the cardinal sin-themed ruins (i.e. Gluttony, Pride...)
// Greed
/obj/structure/cursed_slot_machine //Greed's slot machine: Used in the Greed ruin. Deals clone damage on each use, with a successful use giving a d20 of fate.
name = "greed's slot machine"
desc = "High stakes, high rewards."
icon = 'icons/obj/economy.dmi'
icon_state = "slots-off"
anchored = TRUE
density = TRUE
var/win_prob = 5
/obj/structure/cursed_slot_machine/attack_hand(mob/user)
interact(user)
/obj/structure/cursed_slot_machine/interact(mob/living/carbon/human/user)
if(!istype(user))
return
if(in_use)
return
in_use = TRUE
user.adjustCloneLoss(20)
if(user.stat)
to_chat(user, "<span class='userdanger'>No... just one more try...</span>")
user.gib()
else
user.visible_message("<span class='warning'>[user] pulls [src]'s lever with a glint in [user.p_their()] eyes!</span>", "<span class='warning'>You feel a draining as you pull the lever, but you \
know it'll be worth it.</span>")
icon_state = "slots-on"
playsound(src, 'sound/lavaland/cursed_slot_machine.ogg', 50, 0)
addtimer(CALLBACK(src, .proc/determine_victor, user), 50)
/obj/structure/cursed_slot_machine/proc/determine_victor(mob/living/user)
icon_state = "slots-off"
in_use = FALSE
if(prob(win_prob))
playsound(src, 'sound/lavaland/cursed_slot_machine_jackpot.ogg', 50, 0)
new/obj/structure/cursed_money(get_turf(src))
if(user)
to_chat(user, "<span class='boldwarning'>You've hit jackpot. Laughter echoes around you as your reward appears in the machine's place.</span>")
qdel(src)
else
if(user)
to_chat(user, "<span class='boldwarning'>Fucking machine! Must be rigged. Still... one more try couldn't hurt, right?</span>")
/obj/structure/cursed_money
name = "bag of money"
desc = "RICH! YES! YOU KNEW IT WAS WORTH IT! YOU'RE RICH! RICH! RICH!"
icon = 'icons/obj/storage.dmi'
icon_state = "moneybag"
anchored = FALSE
density = TRUE
/obj/structure/cursed_money/Initialize()
. = ..()
addtimer(CALLBACK(src, .proc/collapse), 600)
/obj/structure/cursed_money/proc/collapse()
visible_message("<span class='warning'>[src] falls in on itself, \
canvas rotting away and contents vanishing.</span>")
qdel(src)
/obj/structure/cursed_money/attack_hand(mob/living/user)
. = ..()
if(.)
return .
user.visible_message("<span class='warning'>[user] opens the bag and \
and removes a die. The bag then vanishes.</span>",
"<span class='boldwarning'>You open the bag...!</span>\n\
<span class='danger'>And see a bag full of dice. Confused, \
you take one... and the bag vanishes.</span>")
var/turf/T = get_turf(user)
var/obj/item/dice/d20/fate/one_use/critical_fail = new(T)
user.put_in_hands(critical_fail)
qdel(src)
// Gluttony
/obj/effect/gluttony //Gluttony's wall: Used in the Gluttony ruin. Only lets the overweight through.
name = "gluttony's wall"
desc = "Only those who truly indulge may pass."
anchored = TRUE
density = TRUE
icon_state = "blob"
icon = 'icons/mob/blob.dmi'
color = rgb(145, 150, 0)
/obj/effect/gluttony/CanPass(atom/movable/mover, turf/target)//So bullets will fly over and stuff.
if(ishuman(mover))
var/mob/living/carbon/human/H = mover
if(H.nutrition >= NUTRITION_LEVEL_FAT || (FAT in H.mutations))
H.visible_message("<span class='warning'>[H] pushes through [src]!</span>", "<span class='notice'>You've seen and eaten worse than this.</span>")
return TRUE
else
to_chat(H, "<span class='warning'>You're repulsed by even looking at [src]. Only a pig could force themselves to go through it.</span>")
if(istype(mover, /mob/living/simple_animal/hostile/morph))
return TRUE
else
return FALSE
// Pride
/obj/structure/mirror/magic/pride //Pride's mirror: Used in the Pride ruin.
name = "pride's mirror"
desc = "Pride cometh before the..."
icon_state = "magic_mirror"
/obj/structure/mirror/magic/pride/curse(mob/user)
user.visible_message("<span class='danger'><B>The ground splits beneath [user] as [user.p_their()] hand leaves the mirror!</B></span>", \
"<span class='notice'>Perfect. Much better! Now <i>nobody</i> will be able to resist yo-</span>")
var/turf/T = get_turf(user)
var/list/levels = space_manager.z_list.Copy()
for(var/level in levels)
if(!is_teleport_allowed(level))
levels -= level
T.ChangeTurf(/turf/simulated/floor/chasm)
var/turf/simulated/floor/chasm/C = T
C.drop_x = T.x
C.drop_y = T.y
C.drop_z = pick(levels)
C.drop(user)
// Envy
/obj/item/kitchen/knife/envy //Envy's knife: Found in the Envy ruin. Attackers take on the appearance of whoever they strike.
name = "envy's knife"
desc = "Their success will be yours."
icon = 'icons/obj/wizard.dmi'
icon_state = "render"
item_state = "knife"
force = 18
throwforce = 10
w_class = WEIGHT_CLASS_NORMAL
hitsound = 'sound/weapons/bladeslice.ogg'
/obj/item/kitchen/knife/envy/afterattack(atom/movable/AM, mob/living/carbon/human/user, proximity)
. = ..()
if(!proximity)
return
if(!istype(user))
return
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
if(user.real_name != H.dna.real_name)
user.real_name = H.dna.real_name
H.dna.transfer_identity(user)
user.visible_message("<span class='warning'>[user]'s appearance shifts into [H]'s!</span>", \
"<span class='boldannounce'>[H.p_they(TRUE)] think[H.p_s()] [H.p_theyre()] <i>sooo</i> much better than you. Not anymore, [H.p_they()] won't.</span>")
// Sloth
/obj/item/paper/fluff/stations/lavaland/sloth/note
name = "note from sloth"
icon_state = "paper_words"
info = "have not gotten around to finishing my cursed item yet sorry - sloth"