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Paradise/code/modules/jungle/jungle_temple.dm
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Fox-McCloud 54f59b9899 Pass II
2015-07-09 19:51:40 -04:00

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//randomly generated temples, indiana jones style (minus the cultists, probably)
/area/jungle/temple_one
name = "temple"
lighting_use_dynamic = 1
icon = 'code/modules/jungle/jungle.dmi'
icon_state = "temple1"
/area/jungle/temple_two
name = "temple"
lighting_use_dynamic = 1
icon = 'code/modules/jungle/jungle.dmi'
icon_state = "temple2"
/area/jungle/temple_three
name = "temple"
lighting_use_dynamic = 1
icon = 'code/modules/jungle/jungle.dmi'
icon_state = "temple3"
/area/jungle/temple_four
name = "temple"
lighting_use_dynamic = 1
icon = 'code/modules/jungle/jungle.dmi'
icon_state = "temple4"
/area/jungle/temple_five
name = "temple"
lighting_use_dynamic = 1
icon = 'code/modules/jungle/jungle.dmi'
icon_state = "temple5"
/area/jungle/temple_six
name = "temple"
lighting_use_dynamic = 1
icon = 'code/modules/jungle/jungle.dmi'
icon_state = "temple6"
/obj/effect/landmark/door_spawner
name = "door spawner"
//******//
// Loot //
//******//
/obj/effect/landmark/glowshroom_spawn
icon_state = "x3"
invisibility = 101
New()
if(prob(10))
new /obj/effect/glowshroom(src.loc)
del(src)
/obj/effect/landmark/loot_spawn
name = "loot spawner"
icon_state = "grabbed1"
var/low_probability = 0
New()
switch(pick( \
low_probability * 1000;"nothing", \
200 - low_probability * 175;"treasure", \
25 + low_probability * 75;"remains", \
25 + low_probability * 75;"plants", \
5; "blob", \
50 + low_probability * 50;"clothes", \
"glasses", \
100 - low_probability * 50;"weapons", \
100 - low_probability * 50;"spacesuit", \
"health", \
25 + low_probability * 75;"snacks", \
25;"alien", \
"lights", \
25 - low_probability * 25;"engineering", \
25 - low_probability * 25;"coffin", \
25;"mimic", \
25;"viscerator", \
))
if("treasure")
var/obj/structure/closet/crate/C = new(src.loc)
if(prob(33))
//coins
var/amount = rand(2,6)
var/list/possible_spawns = list()
for(var/coin_type in typesof(/obj/item/weapon/coin))
possible_spawns += coin_type
var/coin_type = pick(possible_spawns)
for(var/i=0,i<amount,i++)
new coin_type(C)
else if(prob(50))
//bars
var/amount = rand(2,6)
var/quantity = rand(10,50)
var/list/possible_spawns = list()
for(var/bar_type in typesof(/obj/item/stack/sheet/mineral) - /obj/item/stack/sheet/mineral - /obj/item/stack/sheet/mineral/enruranium)
possible_spawns += bar_type
var/bar_type = pick(possible_spawns)
for(var/i=0,i<amount,i++)
var/obj/item/stack/sheet/mineral/M = new bar_type(C)
M.amount = quantity
else
//credits
var/amount = rand(2,6)
var/list/possible_spawns = list()
for(var/cash_type in typesof(/obj/item/stack/sheet/mineral))
possible_spawns += cash_type
var/cash_type = pick(possible_spawns)
for(var/i=0,i<amount,i++)
new cash_type(C)
if("remains")
if(prob(50))
new /obj/effect/decal/remains/human(src.loc)
else
new /obj/effect/decal/remains/xeno(src.loc)
if("plants")
if(prob(25))
new /obj/effect/glowshroom(src.loc)
else if(prob(33))
new /obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/libertycap(src.loc)
else if(prob(50))
new /obj/item/weapon/reagent_containers/food/snacks/grown/ambrosiavulgaris(src.loc)
if("blob")
new /obj/effect/blob/core(src.loc)
if("clothes")
var/obj/structure/closet/C = new(src.loc)
C.icon_state = "blue"
C.icon_closed = "blue"
if(prob(33))
new /obj/item/clothing/under/rainbow(C)
new /obj/item/clothing/shoes/rainbow(C)
new /obj/item/clothing/head/soft/rainbow(C)
new /obj/item/clothing/gloves/color/rainbow(C)
else if(prob(50))
new /obj/item/clothing/under/psyche(C)
else
new /obj/item/clothing/under/syndicate/combat(C)
new /obj/item/clothing/shoes/combat(C)
new /obj/item/clothing/gloves/combat(C)
new /obj/item/clothing/mask/balaclava(C)
if("glasses")
var/obj/structure/closet/C = new(src.loc)
var/new_type = pick(
/obj/item/clothing/glasses/material, \
/obj/item/clothing/glasses/thermal, \
/obj/item/clothing/glasses/meson, \
/obj/item/clothing/glasses/night, \
/obj/item/clothing/glasses/hud/health, \
/obj/item/clothing/glasses/hud/health \
)
new new_type(C)
if("weapons")
var/obj/structure/closet/crate/secure/weapon/C = new(src.loc)
var/new_type = pick(
200; /obj/item/weapon/hatchet, \
/obj/item/weapon/gun/projectile/automatic/pistol, \
/obj/item/weapon/gun/projectile/automatic/deagle, \
/obj/item/weapon/gun/projectile/revolver/russian, \
)
new new_type(C)
if("spacesuit")
var/obj/structure/closet/syndicate/C = new(src.loc)
if(prob(25))
new /obj/item/clothing/suit/space/syndicate/black(C)
new /obj/item/clothing/head/helmet/space/syndicate/black(C)
new /obj/item/weapon/tank/oxygen/red(C)
new /obj/item/clothing/mask/breath(C)
else if(prob(33))
new /obj/item/clothing/suit/space/syndicate/blue(C)
new /obj/item/clothing/head/helmet/space/syndicate/blue(C)
new /obj/item/weapon/tank/oxygen/red(C)
new /obj/item/clothing/mask/breath(C)
else if(prob(50))
new /obj/item/clothing/suit/space/syndicate/green(C)
new /obj/item/clothing/head/helmet/space/syndicate/green(C)
new /obj/item/weapon/tank/oxygen/red(C)
new /obj/item/clothing/mask/breath(C)
else
new /obj/item/clothing/suit/space/syndicate/orange(C)
new /obj/item/clothing/head/helmet/space/syndicate/orange(C)
new /obj/item/weapon/tank/oxygen/red(C)
new /obj/item/clothing/mask/breath(C)
if("health")
//hopefully won't be necessary, but there were an awful lot of traps to get through...
var/obj/structure/closet/crate/medical/C = new(src.loc)
if(prob(50))
new /obj/item/weapon/storage/firstaid/regular(C)
if(prob(50))
new /obj/item/weapon/storage/firstaid/fire(C)
if(prob(50))
new /obj/item/weapon/storage/firstaid/o2(C)
if(prob(50))
new /obj/item/weapon/storage/firstaid/toxin(C)
if("snacks")
//you're come so far, you must be in need of refreshment
var/obj/structure/closet/crate/freezer/C = new(src.loc)
var/num = rand(2,6)
var/new_type = pick(
/obj/item/weapon/reagent_containers/food/drinks/cans/beer, \
/obj/item/weapon/reagent_containers/food/drinks/tea, \
/obj/item/weapon/reagent_containers/food/drinks/dry_ramen, \
/obj/item/weapon/reagent_containers/food/snacks/candiedapple, \
/obj/item/weapon/reagent_containers/food/snacks/chocolatebar, \
/obj/item/weapon/reagent_containers/food/snacks/cookie, \
/obj/item/weapon/reagent_containers/food/snacks/meatball, \
/obj/item/weapon/reagent_containers/food/snacks/plump_pie, \
)
for(var/i=0,i<num,i++)
new new_type(C)
if("alien")
//ancient aliens
var/obj/structure/closet/acloset/C = new(src.loc)
if(prob(33))
//facehuggers
var/num = rand(1,3)
for(var/i=0,i<num,i++)
new /obj/item/clothing/mask/facehugger(C)
/*else if(prob(50))
//something else very much alive and angry
var/spawn_type = pick(/mob/living/simple_animal/hostile/alien, /mob/living/simple_animal/hostile/alien/drone, /mob/living/simple_animal/hostile/alien/sentinel)
new spawn_type(C)*/
//33% chance of nothing
if("lights")
//flares, candles, matches
var/obj/structure/closet/crate/secure/gear/C = new(src.loc)
var/num = rand(2,6)
for(var/i=0,i<num,i++)
var/spawn_type = pick(/obj/item/device/flashlight/flare, /obj/item/trash/candle, /obj/item/candle/, /obj/item/weapon/storage/box/matches)
new spawn_type(C)
if("engineering")
var/obj/structure/closet/crate/secure/gear/C = new(src.loc)
//chance to have any combination of up to two electrical/mechanical toolboxes and one cell
if(prob(33))
new /obj/item/weapon/storage/toolbox/electrical(C)
else if(prob(50))
new /obj/item/weapon/storage/toolbox/mechanical(C)
if(prob(33))
new /obj/item/weapon/storage/toolbox/mechanical(C)
else if(prob(50))
new /obj/item/weapon/storage/toolbox/electrical(C)
if(prob(25))
new /obj/item/weapon/stock_parts/cell(C)
if("coffin")
new /obj/structure/closet/coffin(src.loc)
if(prob(33))
new /obj/effect/decal/remains/human(src)
else if(prob(50))
new /obj/effect/decal/remains/xeno(src)
/*if("mimic")
//a guardian of the tomb!
new /mob/living/simple_animal/hostile/mimic/crate(src.loc)*/
if("viscerator")
//more tomb guardians!
var/num = rand(1,3)
var/obj/structure/closet/crate/secure/gear/C = new(src.loc)
for(var/i=0,i<num,i++)
new /mob/living/simple_animal/hostile/viscerator(C)
del(src)
/obj/effect/landmark/loot_spawn/low
name = "low prob loot spawner"
icon_state = "grabbed"
low_probability = 1
//********//
// Traps! //
//********//
/obj/effect/step_trigger/trap
name = "trap"
icon = 'code/modules/jungle/jungle.dmi'
icon = 'code/modules/jungle/jungle.dmi'
icon_state = "trap"
var/trap_type
New()
trap_type = pick(50;"thrower","sawburst","poison_dart","flame_burst",10;"plasma_gas",5;"n2_gas")
if( (trap_type == "plasma_gas" || trap_type == "n2_gas") && prob(10))
new /obj/effect/glowshroom(src.loc)
//hint that this tile is dangerous
if(prob(90))
var/turf/T = get_turf(src)
T.desc = pick("There is a faint sheen of moisture over the top.","It looks a little unstable.","Something doesn't seem right.")
/obj/effect/step_trigger/trap/Trigger(var/atom/A)
var/mob/living/M = A
if(!istype(M))
return
switch(trap_type)
if("sawburst")
M << "\red <b>A sawblade shoots out of the ground and strikes you!</b>"
M.apply_damage(rand(5,10), BRUTE, sharp=1, edge=1)
var/atom/myloc = src.loc
var/image/flicker = image('code/modules/jungle/jungle.dmi',"sawblade")
myloc.overlays += flicker
spawn(8)
myloc.overlays -= flicker
qdel(flicker)
//flick("sawblade",src)
if("poison_dart")
M << "\red <b>You feel something small and sharp strike you!</b>"
M.apply_damage(rand(5,10), TOX)
var/atom/myloc = src.loc
var/image/flicker = image('code/modules/jungle/jungle.dmi',"dart[rand(1,3)]")
myloc.overlays += flicker
spawn(8)
myloc.overlays -= flicker
qdel(flicker)
//flick("dart[rand(1,3)]",src)
if("flame_burst")
M << "\red <b>A jet of fire comes out of nowhere!</b>"
M.apply_damage(rand(5,10), BURN)
var/atom/myloc = src.loc
var/image/flicker = image('code/modules/jungle/jungle.dmi',"flameburst")
myloc.overlays += flicker
spawn(8)
myloc.overlays -= flicker
qdel(flicker)
//flick("flameburst",src)
if("plasma_gas")
//spawn a bunch of plasma
if("n2_gas")
//spawn a bunch of sleeping gas
if("thrower")
//edited version of obj/effect/step_trigger/thrower
var/throw_dir = pick(1,2,4,8)
M.visible_message("\red <b>The floor under [M] suddenly tips upward!</b>","\red <b>The floor tips upward under you!</b>")
var/atom/myloc = src.loc
var/image/flicker = image('code/modules/jungle/jungle.dmi',"throw[throw_dir]")
myloc.overlays += flicker
var/turf/my_turf = get_turf(loc)
if(!my_turf.density)
my_turf.density = 1
spawn(8)
my_turf.density = 0
spawn(8)
myloc.overlays -= flicker
qdel(flicker)
var/dist = rand(1,5)
var/curtiles = 0
while(M)
if(curtiles >= dist)
break
if(M.z != src.z)
break
curtiles++
sleep(1)
var/predir = M.dir
step(M, throw_dir)
M.dir = predir
//gives turf a different description, to try and trick players
/obj/effect/step_trigger/trap/fake
icon_state = "faketrap"
name = "fake trap"
New()
if(prob(10))
new /obj/effect/glowshroom(src.loc)
if(prob(90))
var/turf/T = get_turf(src)
T.desc = pick("It looks a little dustier than the surrounding tiles.","It is somewhat ornate.","It looks a little darker than the surrounding tiles.")
qdel(src)
//50% chance of being a trap
/obj/effect/step_trigger/trap/fifty
icon_state = "trap"
name = "fifty fifty trap"
icon_state = "fiftytrap"
New()
if(prob(50))
..()
else
if(prob(10))
new /obj/effect/glowshroom(src.loc)
qdel(src)