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You have unlocked: Greedier mode! (#22884)
* You have unlocked: Greedier mode! * Apply suggestions from code review Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update debuffs.dm * Apply suggestions from code review Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> --------- Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
This commit is contained in:
co-authored by
Luc
Henri215
Contrabang
parent
e7b396eddf
commit
ed8406d707
@@ -956,4 +956,13 @@
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/// Called when the MODsuit wearer is unset.
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#define COMSIG_MOD_WEARER_UNSET "mod_wearer_unset"
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/// from /obj/structure/cursed_slot_machine/handle_status_effect() when someone pulls the handle on the slot machine
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#define COMSIG_CURSED_SLOT_MACHINE_USE "cursed_slot_machine_use"
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#define SLOT_MACHINE_USE_CANCEL (1<<0) //! we've used up the number of times we may use this slot machine. womp womp.
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#define SLOT_MACHINE_USE_POSTPONE (1<<1) //! we haven't used up all our attempts to gamble away our life but we should chill for a few seconds
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/// from /obj/structure/cursed_slot_machine/determine_victor() when someone loses.
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#define COMSIG_CURSED_SLOT_MACHINE_LOST "cursed_slot_machine_lost"
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/// from /obj/structure/cursed_slot_machine/determine_victor() when someone finally wins.
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#define COMSIG_GLOB_CURSED_SLOT_MACHINE_WON "cursed_slot_machine_won"
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@@ -1119,3 +1119,172 @@
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if(new_filter)
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animate(get_filter("ray"), offset = 10, time = 10 SECONDS, loop = -1)
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animate(offset = 0, time = 10 SECONDS)
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#define DEFAULT_MAX_CURSE_COUNT 5
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/// Status effect that gives the target miscellanous debuffs while throwing a status alert and causing them to smoke from the damage they're incurring.
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/// Purposebuilt for cursed slot machines.
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/datum/status_effect/cursed
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id = "cursed"
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alert_type = /obj/screen/alert/status_effect/cursed
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/// The max number of curses a target can incur with this status effect.
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var/max_curse_count = DEFAULT_MAX_CURSE_COUNT
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/// The amount of times we have been "applied" to the target.
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var/curse_count = 0
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/// Raw probability we have to deal damage this tick.
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var/damage_chance = 10
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/// Are we currently in the process of sending a monologue?
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var/monologuing = FALSE
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/// The hand we are branded to.
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var/obj/item/organ/external/branded_hand = null
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/datum/status_effect/cursed/on_apply()
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RegisterSignal(owner, COMSIG_MOB_STATCHANGE, PROC_REF(on_stat_changed))
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RegisterSignal(owner, COMSIG_MOB_DEATH, PROC_REF(on_death))
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RegisterSignal(owner, COMSIG_CURSED_SLOT_MACHINE_USE, PROC_REF(check_curses))
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RegisterSignal(owner, COMSIG_CURSED_SLOT_MACHINE_LOST, PROC_REF(update_curse_count))
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RegisterSignal(SSdcs, COMSIG_GLOB_CURSED_SLOT_MACHINE_WON, PROC_REF(clear_curses))
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return ..()
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/datum/status_effect/cursed/Destroy()
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UnregisterSignal(SSdcs, COMSIG_GLOB_CURSED_SLOT_MACHINE_WON)
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branded_hand = null
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return ..()
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/// Checks the number of curses we have and returns information back to the slot machine. `max_curse_amount` is set by the slot machine itself.
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/datum/status_effect/cursed/proc/check_curses(mob/user, max_curse_amount)
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SIGNAL_HANDLER
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if(curse_count >= max_curse_amount)
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return SLOT_MACHINE_USE_CANCEL
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if(monologuing)
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to_chat(owner, "<span class='warning'>Your arm is resisting your attempts to pull the lever!</span>") // listening to kitschy monologues to postpone your powergaming is the true curse here.
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return SLOT_MACHINE_USE_POSTPONE
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/// Handles the debuffs of this status effect and incrementing the number of curses we have.
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/datum/status_effect/cursed/proc/update_curse_count()
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SIGNAL_HANDLER
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curse_count++
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linked_alert?.update_appearance() // we may have not initialized it yet
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addtimer(CALLBACK(src, PROC_REF(handle_after_effects), 1 SECONDS)) // give it a second to let the failure sink in before we exact our toll
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/// Makes a nice lorey message about the curse level we're at. I think it's nice
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/datum/status_effect/cursed/proc/handle_after_effects()
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if(QDELETED(src))
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return
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monologuing = TRUE
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var/list/messages = list()
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switch(curse_count)
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if(1) // basically your first is a "freebie" that will still require urgent medical attention and will leave you smoking forever but could be worse tbh
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if(ishuman(owner))
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var/mob/living/carbon/human/human_owner = owner
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playsound(human_owner, 'sound/weapons/sear.ogg', 50, TRUE)
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var/obj/item/organ/external/affecting = human_owner.get_active_hand()
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branded_hand = affecting
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messages += "<span class='boldwarning'>Your hand burns, and you quickly let go of the lever! You feel a little sick as the nerves deaden in your hand...</span>"
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messages += "<span class='boldwarning'>Some smoke appears to be coming out of your hand now, but it's not too bad...</span>"
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messages += "<span class='boldwarning'>Fucking stupid machine.</span>"
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if(2)
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messages += "<span class='boldwarning'>The machine didn't burn you this time, it must be some arcane work of the brand recognizing a source...</span>"
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messages += "<span class='boldwarning'>Blisters and boils start to appear over your skin. Each one hissing searing hot steam out of its own pocket...</span>"
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messages += "<span class='boldwarning'>You understand that the machine tortures you with its simplistic allure. It can kill you at any moment, but it derives a sick satisfaction at forcing you to keep going.</span>"
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messages += "<span class='boldwarning'>If you could get away from here, you might be able to live with some medical supplies. Is it too late to stop now?</span>"
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messages += "<span class='boldwarning'>As you shut your eyes to dwell on this conundrum, the brand surges in pain. You shudder to think what might happen if you go unconscious.</span>"
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if(3)
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owner.emote("cough")
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messages += "<span class='boldwarning'>Your throat becomes to feel like it's slowly caking up with sand and dust. You eject the contents of the back of your throat onto your sleeve.</span>"
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messages += "<span class='boldwarning'>It is sand. Crimson red. You've never felt so thirsty in your life, yet you don't trust your own hand to carry the glass to your lips.</span>"
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messages += "<span class='boldwarning'>You get the sneaking feeling that if someone else were to win, that it might clear your curse too. Saving your life is a noble cause.</span>"
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messages += "<span class='boldwarning'>Of course, you might have to not speak on the nature of this machine, in case they scamper off to leave you to die.</span>"
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messages += "<span class='boldwarning'>Is it truly worth it to condemn someone to this fate to cure the manifestation of your own hedonistic urges? You'll have to decide quickly.</span>"
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if(4)
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messages += "<span class='boldwarning'>A migraine swells over your head as your thoughts become hazy. Your hand desperately inches closer towards the slot machine for one final pull...</span>"
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messages += "<span class='boldwarning'>The ultimate test of mind over matter. You can jerk your own muscle back in order to prevent a terrible fate, but your life already is worth so little now.</span>"
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messages += "<span class='boldwarning'>This is what they want, is it not? To witness your failure against itself? The compulsion carries you forward as a sinking feeling of dread fills your stomach.</span>"
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messages += "<span class='boldwarning'>Paradoxically, where there is hopelessness, there is elation. Elation at the fact that there's still enough power in you for one more pull.</span>"
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messages += "<span class='boldwarning'>Your legs desperately wish to jolt away on the thought of running away from this wretched machination, but your own arm remains complacent in the thought of seeing spinning wheels.</span>"
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messages += "<span class='userdanger'>The toll has already been exacted. There is no longer death on 'your' terms. Is your dignity worth more than your life?</span>"
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if(5 to INFINITY)
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if(max_curse_count != DEFAULT_MAX_CURSE_COUNT) // this probably will only happen through admin schenanigans letting people stack up infinite curses or something
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to_chat(owner, "<span class='userdanger'>Do you <i>still</i> think you're in control?</span>")
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return
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to_chat(owner, "Why couldn't I get one more try?!")
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owner.gib()
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qdel(src)
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return
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for(var/message in messages)
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to_chat(owner, message)
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sleep(3 SECONDS) // yes yes a bit fast but it can be a lot of text and i want the whole thing to send before the cooldown on the slot machine might expire
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monologuing = FALSE
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/// Cleans ourselves up and removes our curses. Meant to be done in a "positive" way, when the curse is broken. Directly use qdel otherwise.
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/datum/status_effect/cursed/proc/clear_curses()
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SIGNAL_HANDLER
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owner.visible_message(
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"<span class='warning'>The smoke slowly clears from [owner.name]...</span>",
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"<span class='notice'>Your skin finally settles down and your throat no longer feels as dry... The brand disappearing confirms that the curse has been lifted.</span>",)
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qdel(src)
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/// If our owner's stat changes, rapidly surge the damage chance.
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/datum/status_effect/cursed/proc/on_stat_changed()
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SIGNAL_HANDLER
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if(owner.stat == CONSCIOUS || owner.stat == DEAD) // reset on these two states
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damage_chance = initial(damage_chance)
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return
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to_chat(owner, "<span class='userdanger'>As your body crumbles, you feel the curse of the slot machine surge through your body!</span>")
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damage_chance += 75 //ruh roh raggy
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/// If our owner dies without getting gibbed, we gib them, because fuck you baltamore
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/datum/status_effect/cursed/proc/on_death(mob/living/source, gibbed)
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SIGNAL_HANDLER
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if(!ishuman(owner))
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return
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if(gibbed)
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return
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var/mob/living/carbon/human/H = owner
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INVOKE_ASYNC(H, TYPE_PROC_REF(/mob, gib))
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/datum/status_effect/cursed/tick()
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if(curse_count <= 1)
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return // you get one "freebie" (single damage) to nudge you into thinking this is a bad idea before the house begins to win.
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// the house won.
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var/ticked_coefficient = rand(15, 40) * 2 / 100
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var/effective_percentile_chance = ((curse_count == 2 ? 1 : curse_count) * damage_chance * ticked_coefficient)
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if(prob(effective_percentile_chance))
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owner.apply_damages(
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brute = (curse_count * ticked_coefficient),
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burn = (curse_count * ticked_coefficient),
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oxy = (curse_count * ticked_coefficient),
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)
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/obj/screen/alert/status_effect/cursed
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name = "Cursed!"
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desc = "The brand on your hand reminds you of your greed, yet you seem to be okay otherwise."
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icon_state = "cursed_by_slots"
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/obj/screen/alert/status_effect/cursed/update_desc()
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. = ..()
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var/datum/status_effect/cursed/linked_effect = attached_effect
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var/curses = linked_effect.curse_count
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switch(curses)
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if(2)
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desc = "Your greed is catching up to you..."
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if(3)
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desc = "You really don't feel good right now... But why stop now?"
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if(4 to INFINITY)
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desc = "Real winners quit before they reach the ultimate prize."
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#undef DEFAULT_MAX_CURSE_COUNT
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@@ -1,56 +1,101 @@
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//These objects are used in the cardinal sin-themed ruins (i.e. Gluttony, Pride...)
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// Greed
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#define WIN_PROB 5
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/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.
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/// Greed's slot machine: Used in the Greed ruin. Deals damage on each use, with a successful use giving a d20 of fate.
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/obj/structure/cursed_slot_machine
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name = "greed's slot machine"
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desc = "High stakes, high rewards."
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icon = 'icons/obj/economy.dmi'
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icon_state = "slots-off"
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icon = 'icons/obj/computer.dmi'
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icon_state = "slots"
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anchored = TRUE
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density = TRUE
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/// Variable that tracks the screen we display.
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var/icon_screen = "slots_screen"
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/// Should we be emitting light?
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var/brightness_on = TRUE
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/// The probability the player has to win.
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var/win_prob = 5
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/// The maximum amount of curses we will allow a player to have before disallowing them to use the machine.
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var/max_curse_amount = 5
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/// machine's reward when you hit jackpot
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var/prize = /obj/structure/cursed_money
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/// should we be applying the cursed status effect?
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var/status_effect_on_roll = TRUE
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/// Length of the cooldown between the machine being used and being able to spin the machine again.
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var/cooldown_length = 30 SECONDS
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/// Are we currently in use? Anti-spam prevention measure.
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var/in_active_use = FALSE
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/// Cooldown between pulls of the cursed slot machine.
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COOLDOWN_DECLARE(spin_cooldown)
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/obj/structure/cursed_slot_machine/Initialize(mapload)
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. = ..()
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update_appearance()
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set_light(brightness_on)
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/obj/structure/cursed_slot_machine/attack_hand(mob/user)
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interact(user)
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/obj/structure/cursed_slot_machine/interact(mob/living/carbon/human/user)
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if(!istype(user))
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if(!ishuman(user))
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return
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if(in_use)
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if(!check_and_set_usage(user))
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return
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in_use = TRUE
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if(!ismachineperson(user))
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user.adjustCloneLoss(20)
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else
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to_chat(user, "<span class='userdanger'>Your brain is sparking!</span>")
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user.adjustBrainLoss(15)
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if(user.stat)
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to_chat(user, "<span class='userdanger'>No... just one more try...</span>")
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user.gib()
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else
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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 \
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know it'll be worth it.</span>")
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icon_state = "slots-on"
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playsound(src, 'sound/lavaland/cursed_slot_machine.ogg', 50)
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addtimer(CALLBACK(src, PROC_REF(determine_victor), user), 50)
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user.visible_message(
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"<span class='warning'>[user] pulls [src]'s lever with a glint in [user.p_their()] eyes!</span>",
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"<span class='warning'>You feel a draining as you pull the lever, but you know it'll be worth it.</span>")
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/obj/structure/cursed_slot_machine/proc/determine_victor(mob/living/user)
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icon_state = "slots-off"
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in_use = FALSE
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if(prob(WIN_PROB))
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playsound(src, 'sound/lavaland/cursed_slot_machine_jackpot.ogg', 50)
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new/obj/structure/cursed_money(get_turf(src))
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if(user)
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to_chat(user, "<span class='boldwarning'>You've hit jackpot. Laughter echoes around you as your reward appears in the machine's place.</span>")
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qdel(src)
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else
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if(user)
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to_chat(user, "<span class='boldwarning'>Fucking machine! Must be rigged. Still... one more try couldn't hurt, right?</span>")
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icon_screen = "slots_screen_working"
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update_appearance()
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playsound(src, 'sound/lavaland/cursed_slot_machine.ogg', 50, FALSE)
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addtimer(CALLBACK(src, PROC_REF(determine_victor), user), 5 SECONDS)
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#undef WIN_PROB
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/obj/structure/cursed_slot_machine/update_overlays()
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. = ..()
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var/overlay_state = icon_screen
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. += mutable_appearance(icon, overlay_state)
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. += emissive_appearance(icon, overlay_state, src)
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/// Validates that the user can use the cursed slot machine. User is the person using the slot machine. Returns TRUE if we can, FALSE otherwise.
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/obj/structure/cursed_slot_machine/proc/check_and_set_usage(mob/living/carbon/human/user)
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if(in_active_use)
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to_chat(user, "<span class='warning'>The machine is already spinning!</span>")
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return FALSE
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var/signal_value = SEND_SIGNAL(user, COMSIG_CURSED_SLOT_MACHINE_USE, max_curse_amount)
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if(!COOLDOWN_FINISHED(src, spin_cooldown) || (signal_value & SLOT_MACHINE_USE_POSTPONE))
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to_chat(user, "<span class='danger'>The machine doesn't engage. You get the compulsion to try again in a few seconds.</span>")
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return FALSE
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if(signal_value & SLOT_MACHINE_USE_CANCEL) // failsafe in case we don't want to let the machine be used for some reason (like if we're maxed out on curses but not getting gibbed)
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atom_say("We're sorry, but we can no longer serve you at this establishment.")
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return FALSE
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in_active_use = TRUE
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return TRUE
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/obj/structure/cursed_slot_machine/proc/determine_victor(mob/living/carbon/human/user)
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icon_screen = initial(icon_screen)
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update_appearance()
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in_active_use = FALSE
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COOLDOWN_START(src, spin_cooldown, cooldown_length)
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if(!prob(win_prob))
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if(status_effect_on_roll && isnull(user.has_status_effect(/datum/status_effect/cursed)))
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user.apply_status_effect(/datum/status_effect/cursed)
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SEND_SIGNAL(user, COMSIG_CURSED_SLOT_MACHINE_LOST)
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playsound(src, 'sound/machines/buzz-sigh.ogg', 30, TRUE)
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return
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playsound(src, 'sound/lavaland/cursed_slot_machine_jackpot.ogg', 50, FALSE)
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new prize(get_turf(src))
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if(user)
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to_chat(user, "<span class='boldwarning'>You've hit the jackpot!!! Laughter echoes around you as your reward appears in the machine's place.</span>")
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SEND_GLOBAL_SIGNAL(COMSIG_GLOB_CURSED_SLOT_MACHINE_WON)
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qdel(src)
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/obj/structure/cursed_money
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name = "bag of money"
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@@ -82,7 +127,7 @@
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var/turf/T = get_turf(user)
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var/obj/item/dice/d20/fate/one_use/critical_fail = new(T)
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user.put_in_hands(critical_fail)
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qdel(src)
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collapse()
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// Gluttony
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/obj/effect/gluttony //Gluttony's wall: Used in the Gluttony ruin. Only lets the overweight through.
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