diff --git a/code/game/atoms.dm b/code/game/atoms.dm index eadaf5704ff..2ce4c665314 100644 --- a/code/game/atoms.dm +++ b/code/game/atoms.dm @@ -12,6 +12,7 @@ var/throwpass = 0 var/germ_level = GERM_LEVEL_AMBIENT // The higher the germ level, the more germ on the atom. var/simulated = 1 //filter for actions - used by lighting overlays + var/atom_say_verb = "says" ///Chemistry. var/datum/reagents/reagents = null @@ -451,3 +452,9 @@ its easier to just keep the beam vertical. /atom/proc/narsie_act() return + +/atom/proc/atom_say(var/message) + if((!message)) + return + for(var/mob/O in hearers(src, null)) + O.show_message("[src] [atom_say_verb], \"[message]\"",2) \ No newline at end of file diff --git a/code/game/machinery/computer/arcade.dm b/code/game/machinery/computer/arcade.dm index 8837f4f971c..eb36f5c7cfc 100644 --- a/code/game/machinery/computer/arcade.dm +++ b/code/game/machinery/computer/arcade.dm @@ -61,6 +61,7 @@ new choice(loc) qdel(src) + /obj/machinery/computer/arcade/proc/prizevend() if(!contents.len) var/prizeselect = pickweight(prizes) @@ -77,9 +78,11 @@ prize.loc = src.loc /obj/machinery/computer/arcade/emp_act(severity) + ..(severity) + if(stat & (NOPOWER|BROKEN)) - ..(severity) return + var/empprize = null var/num_of_prizes = 0 switch(severity) @@ -87,11 +90,10 @@ num_of_prizes = rand(1,4) if(2) num_of_prizes = rand(0,2) - for(num_of_prizes; num_of_prizes > 0; num_of_prizes--) + for(var/i = num_of_prizes; i > 0; i--) empprize = pickweight(prizes) new empprize(src.loc) - - ..(severity) + explosion(src.loc, -1, 0, 1+num_of_prizes, flame_range = 1+num_of_prizes) /obj/machinery/computer/arcade/battle @@ -115,10 +117,10 @@ var/name_part1 var/name_part2 - name_action = pick("Defeat ", "Annihilate ", "Save ", "Strike ", "Stop ", "Destroy ", "Robust ", "Romance ", "Pwn ", "Own ") + name_action = pick("Defeat ", "Annihilate ", "Save ", "Strike ", "Stop ", "Destroy ", "Robust ", "Romance ", "Pwn ", "Own ", "Ban ") name_part1 = pick("the Automatic ", "Farmer ", "Lord ", "Professor ", "the Cuban ", "the Evil ", "the Dread King ", "the Space ", "Lord ", "the Great ", "Duke ", "General ") - name_part2 = pick("Melonoid", "Murdertron", "Sorcerer", "Ruin", "Jeff", "Ectoplasm", "Crushulon", "Uhangoid", "Vhakoid", "Peteoid", "slime", "Griefer", "ERPer", "Lizard Man", "Unicorn") + name_part2 = pick("Melonoid", "Murdertron", "Sorcerer", "Ruin", "Jeff", "Ectoplasm", "Crushulon", "Uhangoid", "Vhakoid", "Peteoid", "slime", "Griefer", "ERPer", "Lizard Man", "Unicorn", "Bloopers") src.enemy_name = replacetext((name_part1 + name_part2), "the ", "") src.name = (name_action + name_part1 + name_part2) @@ -152,16 +154,14 @@ /obj/machinery/computer/arcade/battle/Topic(href, href_list) if(..()) - return 1 - - if(usr.machine != src) - return 0 + return if (!src.blocked && !src.gameover) if (href_list["attack"]) src.blocked = 1 var/attackamt = rand(2,6) src.temp = "You attack for [attackamt] damage!" + playsound(src.loc, 'sound/arcade/Hit.ogg', 50, 1, extrarange = -3, falloff = 10) src.updateUsrDialog() if(turtle > 0) turtle-- @@ -175,6 +175,7 @@ var/pointamt = rand(1,3) var/healamt = rand(6,8) src.temp = "You use [pointamt] magic to heal for [healamt] damage!" + playsound(src.loc, 'sound/arcade/Heal.ogg', 50, 1, extrarange = -3, falloff = 10) src.updateUsrDialog() turtle++ @@ -189,6 +190,7 @@ src.blocked = 1 var/chargeamt = rand(4,7) src.temp = "You regain [chargeamt] points" + playsound(src.loc, 'sound/arcade/Mana.ogg', 50, 1, extrarange = -3, falloff = 10) src.player_mp += chargeamt if(turtle > 0) turtle-- @@ -223,13 +225,14 @@ if(!gameover) src.gameover = 1 src.temp = "[src.enemy_name] has fallen! Rejoice!" + playsound(src.loc, 'sound/arcade/Win.ogg', 50, 1, extrarange = -3, falloff = 10) if(emagged) feedback_inc("arcade_win_emagged") new /obj/effect/spawner/newbomb/timer/syndicate(src.loc) new /obj/item/clothing/head/collectable/petehat(src.loc) message_admins("[key_name_admin(usr)] has outbombed Cuban Pete and been awarded a bomb.") - log_game("[key_name_admin(usr)] has outbombed Cuban Pete and been awarded a bomb.") + log_game("[key_name(usr)] has outbombed Cuban Pete and been awarded a bomb.") src.New() emagged = 0 else @@ -239,11 +242,13 @@ else if (emagged && (turtle >= 4)) var/boomamt = rand(5,10) src.temp = "[src.enemy_name] throws a bomb, exploding you for [boomamt] damage!" + playsound(src.loc, 'sound/arcade/Boom.ogg', 50, 1, extrarange = -3, falloff = 10) src.player_hp -= boomamt else if ((src.enemy_mp <= 5) && (prob(70))) var/stealamt = rand(2,3) src.temp = "[src.enemy_name] steals [stealamt] of your power!" + playsound(src.loc, 'sound/arcade/Steal.ogg', 50, 1, extrarange = -3, falloff = 10) src.player_mp -= stealamt src.updateUsrDialog() @@ -251,6 +256,7 @@ src.gameover = 1 sleep(10) src.temp = "You have been drained! GAME OVER" + playsound(src.loc, 'sound/arcade/Lose.ogg', 50, 1, extrarange = -3, falloff = 10) if(emagged) feedback_inc("arcade_loss_mana_emagged") usr.gib() @@ -259,17 +265,20 @@ else if ((src.enemy_hp <= 10) && (src.enemy_mp > 4)) src.temp = "[src.enemy_name] heals for 4 health!" + playsound(src.loc, 'sound/arcade/Heal.ogg', 50, 1, extrarange = -3, falloff = 10) src.enemy_hp += 4 src.enemy_mp -= 4 else var/attackamt = rand(3,6) src.temp = "[src.enemy_name] attacks for [attackamt] damage!" + playsound(src.loc, 'sound/arcade/Hit.ogg', 50, 1, extrarange = -3, falloff = 10) src.player_hp -= attackamt if ((src.player_mp <= 0) || (src.player_hp <= 0)) src.gameover = 1 src.temp = "You have been crushed! GAME OVER" + playsound(src.loc, 'sound/arcade/Lose.ogg', 50, 1, extrarange = -3, falloff = 10) if(emagged) feedback_inc("arcade_loss_hp_emagged") usr.gib() @@ -297,12 +306,29 @@ src.updateUsrDialog() +// *** THE ORION TRAIL ** // + +#define ORION_TRAIL_WINTURN 9 + +//Orion Trail Events +#define ORION_TRAIL_RAIDERS "Raiders" +#define ORION_TRAIL_FLUX "Interstellar Flux" +#define ORION_TRAIL_ILLNESS "Illness" +#define ORION_TRAIL_BREAKDOWN "Breakdown" +#define ORION_TRAIL_LING "Changelings?" +#define ORION_TRAIL_LING_ATTACK "Changeling Ambush" +#define ORION_TRAIL_MALFUNCTION "Malfunction" +#define ORION_TRAIL_COLLISION "Collision" +#define ORION_TRAIL_SPACEPORT "Spaceport" +#define ORION_TRAIL_BLACKHOLE "BlackHole" + + /obj/machinery/computer/arcade/orion_trail name = "The Orion Trail" desc = "Learn how our ancestors got to Orion, and have fun in the process!" - icon = 'icons/obj/computer.dmi' icon_state = "arcade" circuit = /obj/item/weapon/circuitboard/arcade/orion_trail + var/busy = 0 //prevent clickspam that allowed people to ~speedrun~ the game. var/engine = 0 var/hull = 0 var/electronics = 0 @@ -315,42 +341,43 @@ var/eventdat = null var/event = null var/list/settlers = list("Harry","Larry","Bob") - var/list/events = list("Raiders" = 3, - "Interstellar Flux" = 1, - "Illness" = 3, - "Breakdown" = 2, - "Malfunction" = 2, - "Collision" = 1 + var/list/events = list(ORION_TRAIL_RAIDERS = 3, + ORION_TRAIL_FLUX = 1, + ORION_TRAIL_ILLNESS = 3, + ORION_TRAIL_BREAKDOWN = 2, + ORION_TRAIL_LING = 3, + ORION_TRAIL_MALFUNCTION = 2, + ORION_TRAIL_COLLISION = 1, + ORION_TRAIL_SPACEPORT = 2 ) var/list/stops = list() var/list/stopblurbs = list() + var/lings_aboard = 0 + var/spaceport_raided = 0 + var/spaceport_freebie = 0 + var/last_spaceport_action = "" /obj/machinery/computer/arcade/orion_trail/New() // Sets up the main trail stops = list("Pluto","Asteroid Belt","Proxima Centauri","Dead Space","Rigel Prime","Tau Ceti Beta","Black Hole","Space Outpost Beta-9","Orion Prime") stopblurbs = list( - "Pluto, long since occupied with long-range sensors and scanners stands ready to, and indeed continues to, probe the far reaches of the galaxy.", - "At the edge of the Sol system lies a treacherous asteroid belt, many have been crushed by stray asteroids and miss-guided judgement.", - "The nearest star system to Sol, in ages past it stood as a reminder of the boundaries of sub-light travel, now it is a low-population sanctuary for adventureres and traders.", + "Pluto, long since occupied with long-range sensors and scanners, stands ready to, and indeed continues to probe the far reaches of the galaxy.", + "At the edge of the Sol system lies a treacherous asteroid belt. Many have been crushed by stray asteroids and misguided judgement.", + "The nearest star system to Sol, in ages past it stood as a reminder of the boundaries of sub-light travel, now a low-population sanctuary for adventurers and traders.", "This region of space is particularly devoid of matter. Such low-density pockets are known to exist, but the vastness of it is astounding.", - "Rigel Prime, the center of the Rigel system, burns hot, basking it's planetary bodies in warmth and radiation.", - "Tau Ceti Beta has recently become a way-point for colonists headed towards Orion. There are many ships and makeshift stations in the viscinity.", - "Sensors indicate a black-hole's gravitational field is affecting the region of space we were headed through. We could stay the course, but risk being over-come by it's gravity; or we could change course to go around, which will take longer.", - "You have come into range of the first man-made structure in this region of space. It has been constructed, not by travellers from Sol, but by colonists from Orion. It stands as a monument to the colonist's success.", - "You have made it to Orion! Congratulations! Your crew is one of the few to start a new foothold for man-kind!" + "Rigel Prime, the center of the Rigel system, burns hot, basking its planetary bodies in warmth and radiation.", + "Tau Ceti Beta has recently become a waypoint for colonists headed towards Orion. There are many ships and makeshift stations in the vicinity.", + "Sensors indicate that a black hole's gravitational field is affecting the region of space we were headed through. We could stay of course, but risk of being overcome by its gravity, or we could change course to go around, which will take longer.", + "You have come into range of the first man-made structure in this region of space. It has been constructed not by travellers from Sol, but by colonists from Orion. It stands as a monument to the colonists' success.", + "You have made it to Orion! Congratulations! Your crew is one of the few to start a new foothold for mankind!" ) /obj/machinery/computer/arcade/orion_trail/proc/newgame() // Set names of settlers in crew settlers = list() - var/choice = null for(var/i = 1; i <= 3; i++) - if(prob(50)) - choice = pick(first_names_male) - else - choice = pick(first_names_female) - settlers += choice - settlers += "[usr]" + add_crewmember() + add_crewmember("[usr]") // Re-set items to defaults engine = 1 hull = 1 @@ -362,8 +389,16 @@ event = null playing = 1 gameover = 0 + lings_aboard = 0 -/obj/machinery/computer/arcade/orion_trail/attack_hand(mob/user as mob) + //spaceport junk + spaceport_raided = 0 + spaceport_freebie = 0 + last_spaceport_action = "" + +/obj/machinery/computer/arcade/orion_trail/attack_hand(mob/user) + if(..()) + return if(fuel <= 0 || food <=0 || settlers.len == 0) gameover = 1 event = null @@ -377,9 +412,26 @@ else if(food <= 0) dat += "
You ran out of food and starved." + if(emagged) + user.nutrition = 0 //yeah you pretty hongry + user << "Your body instantly contracts to that of one who has not eaten in months. Agonizing cramps seize you as you fall to the floor." if(fuel <= 0) dat += "
You ran out of fuel, and drift, slowly, into a star." + if(emagged) + var/mob/living/M = user + M.adjust_fire_stacks(5) + M.IgniteMob() //flew into a star, so you're on fire + user << "You feel an immense wave of heat emanate from the arcade machine. Your skin bursts into flames." dat += "

OK...

" + + if(emagged) + user << "You're never going to make it to Orion..." + user.death() + emagged = 0 //removes the emagged status after you lose + playing = 0 //also a new game + name = "The Orion Trail" + desc = "Learn how our ancestors got to Orion, and have fun in the process!" + else if(event) dat = eventdat else if(playing) @@ -390,55 +442,122 @@ dat += "

Crew:

" dat += english_list(settlers) dat += "
Food: [food] | Fuel: [fuel]" - dat += "
Engine Parts: [engine] | Hull Panels: [hull] | Electronics: [electronics]
" + dat += "
Engine Parts: [engine] | Hull Panels: [hull] | Electronics: [electronics]" if(turns == 7) dat += "

Go Around Continue

" else dat += "

Continue

" + dat += "

Kill a crewmember

" dat += "

Close

" else dat = "

The Orion Trail

" dat += "

Experience the journey of your ancestors!



" dat += "
New Game
" dat += "

Close

" - var/datum/browser/popup = new(user, "arcade", "The Orion Trail") + var/datum/browser/popup = new(user, "arcade", "The Orion Trail",400,700) popup.set_content(dat) popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state)) popup.open() return /obj/machinery/computer/arcade/orion_trail/Topic(href, href_list) - if(..()) - return 1 - if(usr.machine != src) - return 0 + . = ..() + if(.) + return if(href_list["close"]) usr.unset_machine() usr << browse(null, "window=arcade") - else if (href_list["continue"]) //Continue your travels - if(turns >= 9) + + if(busy) + return + busy = 1 + + if (href_list["continue"]) //Continue your travels + if(turns >= ORION_TRAIL_WINTURN) win() - else if(turns == 2) - if(prob(30)) - event = "Collision" - event() - food -= alive*2 - fuel -= 5 - turns += 1 - else - food -= alive*2 - fuel -= 5 - turns += 1 - if(prob(75)) - event = pickweight(events) - event() else - food -= alive*2 + food -= (alive+lings_aboard)*2 fuel -= 5 - turns += 1 - if(prob(75)) - event = pickweight(events) + if(turns == 2 && prob(30)) + event = ORION_TRAIL_COLLISION event() + else if(prob(75)) + event = pickweight(events) + if(lings_aboard) + if(event == ORION_TRAIL_LING || prob(55)) + event = ORION_TRAIL_LING_ATTACK + event() + turns += 1 + if(emagged) + var/mob/living/carbon/M = usr //for some vars + switch(event) + if(ORION_TRAIL_RAIDERS) + if(prob(50)) + usr << "You hear battle shouts. The tramping of boots on cold metal. Screams of agony. The rush of venting air. Are you going insane?" + M.hallucination += 30 + else + usr << "Something strikes you from behind! It hurts like hell and feel like a blunt weapon, but nothing is there..." + M.take_organ_damage(30) + playsound(loc, 'sound/weapons/genhit2.ogg', 100, 1) + if(ORION_TRAIL_ILLNESS) + var/severity = rand(1,3) //pray to RNGesus. PRAY, PIGS + if(severity == 1) + M << "You suddenly feel slightly nauseous." //got off lucky + if(severity == 2) + usr << "You suddenly feel extremely nauseous and hunch over until it passes." + M.Stun(3) + if(severity >= 3) //you didn't pray hard enough + M << "An overpowering wave of nausea consumes over you. You hunch over, your stomach's contents preparing for a spectacular exit." + M.Stun(5) + sleep(30) + atom_say("[M] violently throws up!") + playsound(loc, 'sound/effects/splat.ogg', 50, 1) + M.nutrition -= 50 //lose a lot of food + var/turf/location = usr.loc + if(istype(location, /turf/simulated)) + location.add_vomit_floor(src, 1) + if(ORION_TRAIL_FLUX) + if(prob(75)) + M.Weaken(3) + atom_say("A sudden gust of powerful wind slams [M] into the floor!") + M.take_organ_damage(25) + playsound(src.loc, 'sound/weapons/Genhit.ogg', 100, 1) + else + M << "A violent gale blows past you, and you barely manage to stay standing!" + if(ORION_TRAIL_COLLISION) //by far the most damaging event + if(prob(90)) + playsound(src.loc, 'sound/effects/bang.ogg', 100, 1) + var/turf/simulated/floor/F + for(F in orange(1, src)) + F.ChangeTurf(/turf/space) + atom_say("Something slams into the floor around [src], exposing it to space!") + if(hull) + sleep(10) + atom_say("A new floor suddenly appears around [src]. What the hell?") + playsound(src.loc, 'sound/weapons/Genhit.ogg', 100, 1) + var/turf/space/T + for(T in orange(1, src)) + T.ChangeTurf(/turf/simulated/floor/plating/) + else + atom_say("Something slams into the floor around [src] - luckily, it didn't get through!") + playsound(src.loc, 'sound/effects/bang.ogg', 50, 1) + if(ORION_TRAIL_MALFUNCTION) + playsound(src.loc, 'sound/effects/EMPulse.ogg', 50, 1) + src.visible_message("[src] malfunctions, randomizing in-game stats!") + var/oldfood = food + var/oldfuel = fuel + food = rand(10,80) / rand(1,2) + fuel = rand(10,60) / rand(1,2) + if(electronics) + sleep(10) + if(oldfuel > fuel && oldfood > food) + src.audible_message("[src] lets out a somehow reassuring chime.") + else if(oldfuel < fuel || oldfood < food) + src.audible_message("[src] lets out a somehow ominous chime.") + food = oldfood + fuel = oldfuel + playsound(src.loc, 'sound/machines/chime.ogg', 50, 1) + else if(href_list["newgame"]) //Reset everything newgame() else if(href_list["menu"]) //back to the main menu @@ -449,25 +568,25 @@ fuel = 60 settlers = list("Harry","Larry","Bob") else if(href_list["slow"]) //slow down - food -= alive*2 + food -= (alive+lings_aboard)*2 fuel -= 5 event = null else if(href_list["pastblack"]) //slow down - food -= (alive*2)*3 + food -= ((alive+lings_aboard)*2)*3 fuel -= 15 turns += 1 event = null else if(href_list["useengine"]) //use parts - engine -= 1 + engine = max(0, --engine) event = null else if(href_list["useelec"]) //use parts - electronics -= 1 + electronics = max(0, --electronics) event = null else if(href_list["usehull"]) //use parts - hull -= 1 + hull = max(0, --hull) event = null else if(href_list["wait"]) //wait 3 days - food -= (alive*2)*3 + food -= ((alive+lings_aboard)*2)*3 event = null else if(href_list["keepspeed"]) //keep speed if(prob(75)) @@ -477,8 +596,17 @@ event = null else if(href_list["blackhole"]) //keep speed past a black hole if(prob(75)) - event = "BlackHole" + event = ORION_TRAIL_BLACKHOLE event() + if(emagged) //has to be here because otherwise it doesn't work + playsound(src.loc, 'sound/effects/supermatter.ogg', 100, 1) + atom_say("A miniature black hole suddenly appears in front of [src], devouring [usr] alive!") + usr.Stun(10) //you can't run :^) + var/S = new /obj/singularity/academy(usr.loc) + emagged = 0 //immediately removes emagged status so people can't kill themselves by sprinting up and interacting + sleep(50) + atom_say("[S] winks out, just as suddenly as it appeared.") + qdel(S) else event = null turns += 1 @@ -488,89 +616,466 @@ else if(href_list["eventclose"]) //end an event event = null + else if(href_list["killcrew"]) //shoot a crewmember + var/sheriff = remove_crewmember() //I shot the sheriff + playsound(loc,'sound/weapons/Gunshot.ogg', 100, 1) + + if(settlers.len == 0 || alive == 0) + atom_say("The last crewmember [sheriff], shot themselves, GAME OVER!") + if(emagged) + usr.death(0) + emagged = 0 + gameover = 1 + event = null + else if(emagged) + if(usr.name == sheriff) + atom_say("The crew of the ship chose to kill [usr.name]!") + usr.death(0) + + if(event == ORION_TRAIL_LING) //only ends the ORION_TRAIL_LING event, since you can do this action in multiple places + event = null + + //Spaceport specific interactions + //they get a header because most of them don't reset event (because it's a shop, you leave when you want to) + //they also call event() again, to regen the eventdata, which is kind of odd but necessary + else if(href_list["buycrew"]) //buy a crewmember + var/bought = add_crewmember() + last_spaceport_action = "You hired [bought] as a new crewmember." + fuel -= 10 + food -= 10 + event() + + else if(href_list["sellcrew"]) //sell a crewmember + var/sold = remove_crewmember() + last_spaceport_action = "You sold your crewmember, [sold]!" + fuel += 7 + food += 7 + event() + + else if(href_list["leave_spaceport"]) + event = null + spaceport_raided = 0 + spaceport_freebie = 0 + last_spaceport_action = "" + + else if(href_list["raid_spaceport"]) + var/success = min(15 * alive,100) //default crew (4) have a 60% chance + spaceport_raided = 1 + + var/FU = 0 + var/FO = 0 + if(prob(success)) + FU = rand(5,15) + FO = rand(5,15) + last_spaceport_action = "You successfully raided the spaceport! you gained [FU] Fuel and [FO] Food! (+[FU]FU,+[FO]FO)" + else + FU = rand(-5,-15) + FO = rand(-5,-15) + last_spaceport_action = "You failed to raid the spaceport! you lost [FU*-1] Fuel and [FO*-1] Food in your scramble to escape! ([FU]FU,[FO]FO)" + + //your chance of lose a crewmember is 1/2 your chance of success + //this makes higher % failures hurt more, don't get cocky space cowboy! + if(prob(success*5)) + var/lost_crew = remove_crewmember() + last_spaceport_action = "You failed to raid the spaceport! you lost [FU*-1] Fuel and [FO*-1] Food, AND [lost_crew] in your scramble to escape! ([FU]FI,[FO]FO,-Crew)" + if(emagged) + atom_say("WEEWOO WEEWOO, Spaceport Security en route!") + for(var/i, i<=3, i++) + var/mob/living/simple_animal/hostile/syndicate/ranged/orion/O = new/mob/living/simple_animal/hostile/syndicate/ranged/orion(get_turf(src)) + O.target = usr + + + fuel += FU + food += FO + event() + + else if(href_list["buyparts"]) + switch(text2num(href_list["buyparts"])) + if(1) //Engine Parts + engine++ + last_spaceport_action = "Bought Engine Parts" + if(2) //Hull Plates + hull++ + last_spaceport_action = "Bought Hull Plates" + if(3) //Spare Electronics + electronics++ + last_spaceport_action = "Bought Spare Electronics" + fuel -= 5 //they all cost 5 + event() + + else if(href_list["trade"]) + switch(text2num(href_list["trade"])) + if(1) //Fuel + fuel -= 5 + food += 5 + last_spaceport_action = "Traded Fuel for Food" + if(2) //Food + fuel += 5 + food -= 5 + last_spaceport_action = "Traded Food for Fuel" + event() + src.add_fingerprint(usr) src.updateUsrDialog() + busy = 0 return /obj/machinery/computer/arcade/orion_trail/proc/event() eventdat = "

[event]

" - if(event == "Raiders") - eventdat += "Raiders have come aboard your ship!" + + switch(event) + if(ORION_TRAIL_RAIDERS) + eventdat += "Raiders have come aboard your ship!" + if(prob(50)) + var/sfood = rand(1,10) + var/sfuel = rand(1,10) + food -= sfood + fuel -= sfuel + eventdat += "
They have stolen [sfood] Food and [sfuel] Fuel." + else if(prob(10)) + var/deadname = remove_crewmember() + eventdat += "
[deadname] tried to fight back but was killed." + else + eventdat += "
Fortunately you fended them off without any trouble." + eventdat += "

Continue

" + eventdat += "

Close

" + + if(ORION_TRAIL_FLUX) + eventdat += "This region of space is highly turbulent.
If we go slowly we may avoid more damage, but if we keep our speed we won't waste supplies." + eventdat += "
What will you do?" + eventdat += "

Slow Down Continue

" + eventdat += "

Close

" + + if(ORION_TRAIL_ILLNESS) + eventdat += "A deadly illness has been contracted!" + var/deadname = remove_crewmember() + eventdat += "
[deadname] was killed by the disease." + eventdat += "

Continue

" + eventdat += "

Close

" + + if(ORION_TRAIL_BREAKDOWN) + eventdat += "Oh no! The engine has broken down!" + eventdat += "
You can repair it with an engine part, or you can make repairs for 3 days." + if(engine >= 1) + eventdat += "

Use PartWait

" + else + eventdat += "

Wait

" + eventdat += "

Close

" + + if(ORION_TRAIL_MALFUNCTION) + eventdat += "The ship's systems are malfunctioning!" + eventdat += "
You can replace the broken electronics with spares, or you can spend 3 days troubleshooting the AI." + if(electronics >= 1) + eventdat += "

Use PartWait

" + else + eventdat += "

Wait

" + eventdat += "

Close

" + + if(ORION_TRAIL_COLLISION) + eventdat += "Something hit us! Looks like there's some hull damage." + if(prob(25)) + var/sfood = rand(5,15) + var/sfuel = rand(5,15) + food -= sfood + fuel -= sfuel + eventdat += "
[sfood] Food and [sfuel] Fuel was vented out into space." + if(prob(10)) + var/deadname = remove_crewmember() + eventdat += "
[deadname] was killed by rapid depressurization." + eventdat += "
You can repair the damage with hull plates, or you can spend the next 3 days welding scrap together." + if(hull >= 1) + eventdat += "

Use PartWait

" + else + eventdat += "

Wait

" + eventdat += "

Close

" + + if(ORION_TRAIL_BLACKHOLE) + eventdat += "You were swept away into the black hole." + eventdat += "

Oh...

" + eventdat += "

Close

" + settlers = list() + + if(ORION_TRAIL_LING) + eventdat += "Strange reports warn of changelings infiltrating crews on trips to Orion..." + if(settlers.len <= 2) + eventdat += "
Your crew's chance of reaching Orion is so slim the changelings likely avoided your ship..." + eventdat += "

Continue

" + eventdat += "

Close

" + if(prob(10)) // "likely", I didn't say it was guaranteed! + lings_aboard = min(++lings_aboard,2) + else + if(lings_aboard) //less likely to stack lings + if(prob(20)) + lings_aboard = min(++lings_aboard,2) + else if(prob(70)) + lings_aboard = min(++lings_aboard,2) + + eventdat += "

Kill a crewmember

" + eventdat += "

Risk it

" + eventdat += "

Close

" + + if(ORION_TRAIL_LING_ATTACK) + if(lings_aboard <= 0) //shouldn't trigger, but hey. + eventdat += "Haha, fooled you, there are no changelings on board!" + eventdat += "
(You should report this to a coder :S)" + else + var/ling1 = remove_crewmember() + var/ling2 = "" + if(lings_aboard >= 2) + ling2 = remove_crewmember() + + eventdat += "Oh no, some of your crew are Changelings!" + if(ling2) + eventdat += "
[ling1] and [ling2]'s arms twist and contort into grotesque blades!" + else + eventdat += "
[ling1]'s arm twists and contorts into a grotesque blade!" + + var/chance2attack = alive*20 + if(prob(chance2attack)) + var/chancetokill = 30*lings_aboard-(5*alive) //eg: 30*2-(10) = 50%, 2 lings, 2 crew is 50% chance + if(prob(chancetokill)) + var/deadguy = remove_crewmember() + eventdat += "
The Changeling[ling2 ? "s":""] run[ling2 ? "":"s"] up to [deadguy] and capitulates them!" + else + eventdat += "
You valiantly fight off the Changeling[ling2 ? "s":""]!" + eventdat += "
You cut the Changeling[ling2 ? "s":""] up into meat... Eww" + if(ling2) + food += 30 + lings_aboard = max(0,lings_aboard-2) + else + food += 15 + lings_aboard = max(0,--lings_aboard) + else + eventdat += "
The Changeling[ling2 ? "s":""] run[ling2 ? "":"s"] away, What wimps!" + if(ling2) + lings_aboard = max(0,lings_aboard-2) + else + lings_aboard = max(0,--lings_aboard) + + eventdat += "

Continue

" + eventdat += "

Close

" + + + if(ORION_TRAIL_SPACEPORT) + if(spaceport_raided) + eventdat += "The Spaceport is on high alert! they wont let you dock since you tried to attack them!" + if(last_spaceport_action) + eventdat += "
Last Spaceport Action: [last_spaceport_action]" + eventdat += "

Depart Spaceport

" + eventdat += "

Close

" + else + eventdat += "You pull the ship up to dock at a nearby Spaceport, lucky find!" + eventdat += "
This Spaceport is home to travellers who failed to reach Orion, but managed to find a different home..." + eventdat += "
Trading terms: FU = Fuel, FO = Food" + if(last_spaceport_action) + eventdat += "
Last Spaceport Action: [last_spaceport_action]" + eventdat += "

Crew:

" + eventdat += english_list(settlers) + eventdat += "
Food: [food] | Fuel: [fuel]" + eventdat += "
Engine Parts: [engine] | Hull Panels: [hull] | Electronics: [electronics]" + + + //If your crew is pathetic you can get freebies (provided you haven't already gotten one from this port) + if(!spaceport_freebie && (fuel < 20 || food < 20)) + spaceport_freebie++ + var/FU = 10 + var/FO = 10 + var/freecrew = 0 + if(prob(30)) + FU = 25 + FO = 25 + + if(prob(10)) + add_crewmember() + freecrew++ + + eventdat += "
The traders of the spaceport take pitty on you, and give you some food and fuel (+[FU]FU,+[FO]FO)" + if(freecrew) + eventdat += "
You also gain a new crewmember!" + + fuel += FU + food += FO + + //CREW INTERACTIONS + eventdat += "

Crew Management:

" + + //Buy crew + if(food >= 10 && fuel >= 10) + eventdat += "

Hire a new Crewmember (-10FU,-10FO)

" + else + eventdat += "

Cant afford a new Crewmember

" + + //Sell crew + if(settlers.len > 1) + eventdat += "

Sell crew for Fuel and Food (+15FU,+15FO)

" + else + eventdat += "

Cant afford to sell a Crewmember

" + + //BUY/SELL STUFF + eventdat += "

Spare Parts:

" + + //Engine parts + if(fuel > 5) + eventdat += "

Buy Engine Parts (-5FU)

" + else + eventdat += "

Cant afford to buy Engine Parts" + + //Hull plates + if(fuel > 5) + eventdat += "

Buy Hull Plates (-5FU)

" + else + eventdat += "

Cant afford to buy Hull Plates" + + //Electronics + if(fuel > 5) + eventdat += "

Buy Spare Electronics (-5FU)

" + else + eventdat += "

Cant afford to buy Spare Electronics" + + //Trade + if(fuel > 5) + eventdat += "

Trade Fuel for Food (-5FU,+5FO)

" + else + eventdat += "

Cant afford to Trade Fuel for Food 5) + eventdat += "

Trade Food for Fuel (+5FU,-5FO)

" + else + eventdat += "

Cant afford to Trade Food for Fuel= 1) - eventdat += "

Use PartWait

" - else - eventdat += "

Wait

" - eventdat += "

Close

" - - else if(event == "Malfunction") - eventdat += "The ship's systems are malfunctioning!" - eventdat += "
You can replace the broken electronics with spares, or you can spend 3 days troubleshooting the AI." - if(electronics >= 1) - eventdat += "

Use PartWait

" - else - eventdat += "

Wait

" - eventdat += "

Close

" - - else if(event == "Collision") - eventdat += "Something hit us! Looks like there's some hull damage." - if(prob(25)) - var/sfood = rand(5,15) - var/sfuel = rand(5,15) - food -= sfood - fuel -= sfuel - eventdat += "
[sfood] Food and [sfuel] Fuel was vented out into space." - if(prob(10)) - var/deadname = pick_n_take(settlers) - eventdat += "
[deadname] was killed by rapid depressurization." - alive -= 1 - eventdat += "
You can repair the damage with hull plates, or you can spend the next 3 days welding scrap together." - if(hull >= 1) - eventdat += "

Use PartWait

" - else - eventdat += "

Wait

" - eventdat += "

Close

" - - else if(event == "BlackHole") - eventdat += "You were swept away into the black hole." - eventdat += "

Oh...

" - eventdat += "

Close

" - settlers = list() + if(removed) + if(lings_aboard && prob(40*lings_aboard)) //if there are 2 lings you're twice as likely to get one, obviously + lings_aboard = max(0,--lings_aboard) + settlers -= removed + alive-- + return removed /obj/machinery/computer/arcade/orion_trail/proc/win() playing = 0 - turns = 0 - prizevend() + turns = 1 + atom_say("Congratulations, you made it to Orion!") + if(emagged) + new /obj/item/weapon/orion_ship(src.loc) + message_admins("[key_name_admin(usr)] made it to Orion on an emagged machine and got an explosive toy ship.") + log_game("[key_name(usr)] made it to Orion on an emagged machine and got an explosive toy ship.") + else + prizevend() + emagged = 0 + name = "The Orion Trail" + desc = "Learn how our ancestors got to Orion, and have fun in the process!" + +/obj/machinery/computer/arcade/orion_trail/emag_act(mob/user) + if(!emagged) + user << "You override the cheat code menu and skip to Cheat #[rand(1, 50)]: Realism Mode." + name = "The Orion Trail: Realism Edition" + desc = "Learn how our ancestors got to Orion, and try not to die in the process!" + newgame() + emagged = 1 + +/mob/living/simple_animal/hostile/syndicate/ranged/orion + name = "Spaceport Security" + desc = "The Premier security forces for all spaceports found along the Orion Trail." + faction = list("orion") + corpse = /obj/effect/landmark/mobcorpse/orionsecurity + +/obj/effect/landmark/mobcorpse/orionsecurity + name = "Spaceport Security" + corpseuniform = /obj/item/clothing/under/syndicate + corpsesuit = /obj/item/clothing/suit/armor/vest + corpseshoes = /obj/item/clothing/shoes/combat + corpsegloves = /obj/item/clothing/gloves/combat + corpseradio = /obj/item/device/radio/headset + corpsemask = /obj/item/clothing/mask/gas + corpsehelmet = /obj/item/clothing/head/helmet/swat + corpseback = /obj/item/weapon/storage/backpack + corpseid = 1 + corpseidjob = "Officer" + corpseidaccess = "Syndicate" + +/obj/item/weapon/orion_ship + name = "model settler ship" + desc = "A model spaceship, it looks like those used back in the day when travelling to Orion! It even has a miniature FX-293 reactor, which was renowned for its instability and tendency to explode..." + icon = 'icons/obj/toy.dmi' + icon_state = "ship" + w_class = 2 + var/active = 0 //if the ship is on + +/obj/item/weapon/orion_ship/examine(mob/user) + ..() + if(!(in_range(user, src))) + return + if(!active) + user << "There's a little switch on the bottom. It's flipped down." + else + user << "There's a little switch on the bottom. It's flipped up." + +/obj/item/weapon/orion_ship/attack_self(mob/user) //Minibomb-level explosion. Should probably be more because of how hard it is to survive the machine! Also, just over a 5-second fuse + if(active) + return + + message_admins("[key_name_admin(usr)] primed an explosive Orion ship for detonation.") + log_game("[key_name(usr)] primed an explosive Orion ship for detonation.") + + user << "You flip the switch on the underside of [src]." + active = 1 + src.visible_message("[src] softly beeps and whirs to life!") + playsound(src.loc, 'sound/machines/defib_SaftyOn.ogg', 25, 1) + atom_say("This is ship ID #[rand(1,1000)] to Orion Port Authority. We're coming in for landing, over.") + sleep(20) + src.visible_message("[src] begins to vibrate...") + atom_say("Uh, Port? Having some issues with our reactor, could you check it out? Over.") + sleep(30) + atom_say("Oh, God! Code Eight! CODE EIGHT! IT'S GONNA BL-") + playsound(src.loc, 'sound/machines/buzz-sigh.ogg', 25, 1) + sleep(3.6) + src.visible_message("[src] explodes!") + explosion(src.loc, 1,2,4, flame_range = 3) + qdel(src) + + +#undef ORION_TRAIL_WINTURN +#undef ORION_TRAIL_RAIDERS +#undef ORION_TRAIL_FLUX +#undef ORION_TRAIL_ILLNESS +#undef ORION_TRAIL_BREAKDOWN +#undef ORION_TRAIL_LING +#undef ORION_TRAIL_LING_ATTACK +#undef ORION_TRAIL_MALFUNCTION +#undef ORION_TRAIL_COLLISION +#undef ORION_TRAIL_SPACEPORT +#undef ORION_TRAIL_BLACKHOLE \ No newline at end of file diff --git a/code/game/machinery/computer/computer.dm b/code/game/machinery/computer/computer.dm index 0efc24b2ccb..e4514ac09b0 100644 --- a/code/game/machinery/computer/computer.dm +++ b/code/game/machinery/computer/computer.dm @@ -13,6 +13,7 @@ var/icon_screen = "generic" var/light_range_on = 2 var/light_power_on = 1 + atom_say_verb = "beeps" /obj/machinery/computer/initialize() power_change() diff --git a/icons/obj/toy.dmi b/icons/obj/toy.dmi index 4cf08668bee..48402cf070a 100644 Binary files a/icons/obj/toy.dmi and b/icons/obj/toy.dmi differ diff --git a/sound/arcade/Boom.ogg b/sound/arcade/Boom.ogg new file mode 100644 index 00000000000..8adfb2bc430 Binary files /dev/null and b/sound/arcade/Boom.ogg differ diff --git a/sound/arcade/Heal.ogg b/sound/arcade/Heal.ogg new file mode 100644 index 00000000000..26f47195c65 Binary files /dev/null and b/sound/arcade/Heal.ogg differ diff --git a/sound/arcade/Hit.ogg b/sound/arcade/Hit.ogg new file mode 100644 index 00000000000..0bf18679a65 Binary files /dev/null and b/sound/arcade/Hit.ogg differ diff --git a/sound/arcade/Lose.ogg b/sound/arcade/Lose.ogg new file mode 100644 index 00000000000..dd2145737cd Binary files /dev/null and b/sound/arcade/Lose.ogg differ diff --git a/sound/arcade/Mana.ogg b/sound/arcade/Mana.ogg new file mode 100644 index 00000000000..7f26ae53fe7 Binary files /dev/null and b/sound/arcade/Mana.ogg differ diff --git a/sound/arcade/Steal.ogg b/sound/arcade/Steal.ogg new file mode 100644 index 00000000000..9c7b3be2a5a Binary files /dev/null and b/sound/arcade/Steal.ogg differ diff --git a/sound/arcade/Win.ogg b/sound/arcade/Win.ogg new file mode 100644 index 00000000000..27fb9725f20 Binary files /dev/null and b/sound/arcade/Win.ogg differ