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de6a54fbde
* Removes all mentions of `return .` * I can do this all day * Arthri review * Update code/__HELPERS/sanitize_values.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/__HELPERS/sanitize_values.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> --------- Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
216 lines
7.9 KiB
Plaintext
216 lines
7.9 KiB
Plaintext
//These objects are used in the cardinal sin-themed ruins (i.e. Gluttony, Pride...)
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// Greed
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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/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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if(!ishuman(user))
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return
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if(!check_and_set_usage(user))
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return
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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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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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/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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desc = "RICH! YES! YOU KNEW IT WAS WORTH IT! YOU'RE RICH! RICH! RICH!"
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icon = 'icons/obj/storage.dmi'
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icon_state = "moneybag"
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anchored = FALSE
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density = TRUE
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/obj/structure/cursed_money/Initialize()
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. = ..()
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addtimer(CALLBACK(src, PROC_REF(collapse)), 600)
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/obj/structure/cursed_money/proc/collapse()
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visible_message("<span class='warning'>[src] falls in on itself, \
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canvas rotting away and contents vanishing.</span>")
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qdel(src)
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/obj/structure/cursed_money/attack_hand(mob/living/user)
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. = ..()
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if(.)
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return
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user.visible_message("<span class='warning'>[user] opens the bag and \
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and removes a die. The bag then vanishes.</span>",
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"<span class='boldwarning'>You open the bag...!</span>\n\
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<span class='danger'>And see a bag full of dice. Confused, \
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you take one... and the bag vanishes.</span>")
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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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collapse()
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// Gluttony
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/// Gluttony's wall: Used in the Gluttony ruin. Only lets the overweight through.
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/obj/effect/gluttony
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name = "gluttony's wall"
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desc = "Only those who truly indulge may pass."
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anchored = TRUE
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density = TRUE
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icon_state = "blob"
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icon = 'icons/mob/blob.dmi'
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color = rgb(145, 150, 0)
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/obj/effect/gluttony/CanPass(atom/movable/mover, turf/target)//So bullets will fly over and stuff.
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if(ishuman(mover))
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var/mob/living/carbon/human/H = mover
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if(H.nutrition >= NUTRITION_LEVEL_FAT || HAS_TRAIT(H, TRAIT_FAT))
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H.visible_message("<span class='warning'>[H] pushes through [src]!</span>", "<span class='notice'>You've seen and eaten worse than this.</span>")
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return TRUE
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else
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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>")
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if(ismorph(mover))
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return TRUE
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else
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return FALSE
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// Pride
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/// Pride's mirror: Used in the Pride ruin.
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/obj/structure/mirror/magic/pride
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name = "pride's mirror"
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desc = "Pride cometh before the..."
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icon_state = "magic_mirror"
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/obj/structure/mirror/magic/pride/curse(mob/user)
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user.visible_message("<span class='danger'><B>The ground splits beneath [user] as [user.p_their()] hand leaves the mirror!</B></span>", \
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"<span class='notice'>Perfect. Much better! Now <i>nobody</i> will be able to resist yo-</span>")
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var/turf/T = get_turf(user)
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var/list/levels = GLOB.space_manager.z_list.Copy()
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for(var/level in levels)
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if(!is_teleport_allowed(level))
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levels -= level
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if(user.z != 3) //if you somehow manage to bloody get out of lavaland without closing the UI
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var/turf/return_turf = locate(user.x, user.y, 3) //return to sender
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var/mob/living/carbon/human/fool = user
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if(return_turf && fool)
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to_chat(fool, "<span class='danger'><B>You dare try to play me for a fool?</B></span>")
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fool.monkeyize()
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fool.forceMove(return_turf)
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return
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T.ChangeTurf(/turf/simulated/floor/chasm/pride)
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var/turf/simulated/floor/chasm/C = T
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C.drop(user)
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// Envy
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/// Envy's knife: Found in the Envy ruin. Attackers take on the appearance of whoever they strike.
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/obj/item/kitchen/knife/envy
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name = "envy's knife"
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desc = "Their success will be yours."
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icon = 'icons/obj/wizard.dmi'
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icon_state = "render"
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item_state = "knife"
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force = 18
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throwforce = 10
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w_class = WEIGHT_CLASS_NORMAL
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hitsound = 'sound/weapons/bladeslice.ogg'
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/obj/item/kitchen/knife/envy/afterattack(atom/movable/AM, mob/living/carbon/human/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(!istype(user))
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return
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if(ishuman(AM))
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var/mob/living/carbon/human/H = AM
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if(user.real_name != H.dna.real_name)
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user.real_name = H.dna.real_name
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H.dna.transfer_identity(user)
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user.visible_message("<span class='warning'>[user]'s appearance shifts into [H]'s!</span>", \
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"<span class='boldannounceic'>[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>")
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// Sloth
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/obj/item/paper/fluff/stations/lavaland/sloth/note
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name = "note from sloth"
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icon_state = "paper_words"
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info = "have not gotten around to finishing my cursed item yet sorry - sloth"
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