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Paradise/code/game/objects/items/weapons/dice.dm
Mieszko Jędrzejczak 7874bba921 e20 get logged
2016-11-20 01:42:22 +01:00

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/obj/item/weapon/storage/pill_bottle/dice
name = "bag of dice"
desc = "Contains all the luck you'll ever need."
icon = 'icons/obj/dice.dmi'
icon_state = "dicebag"
/obj/item/weapon/storage/pill_bottle/dice/New()
..()
var/special_die = pick("1","2","fudge","00","100")
if(special_die == "1")
new /obj/item/weapon/dice/d1(src)
if(special_die == "2")
new /obj/item/weapon/dice/d2(src)
new /obj/item/weapon/dice/d4(src)
new /obj/item/weapon/dice/d6(src)
if(special_die == "fudge")
new /obj/item/weapon/dice/fudge(src)
new /obj/item/weapon/dice/d8(src)
new /obj/item/weapon/dice/d10(src)
if(special_die == "00")
new /obj/item/weapon/dice/d00(src)
new /obj/item/weapon/dice/d12(src)
new /obj/item/weapon/dice/d20(src)
if(special_die == "100")
new /obj/item/weapon/dice/d100(src)
/obj/item/weapon/dice //depreciated d6, use /obj/item/weapon/dice/d6 if you actually want a d6
name = "die"
desc = "A die with six sides. Basic and servicable."
icon = 'icons/obj/dice.dmi'
icon_state = "d6"
w_class = 1
var/sides = 6
var/result = null
var/list/special_faces = list() //entries should match up to sides var if used
/obj/item/weapon/dice/New()
result = rand(1, sides)
update_icon()
/obj/item/weapon/dice/d1
name = "d1"
desc = "A die with one side. Deterministic!"
icon_state = "d1"
sides = 1
/obj/item/weapon/dice/d2
name = "d2"
desc = "A die with two sides. Coins are undignified!"
icon_state = "d2"
sides = 2
/obj/item/weapon/dice/d4
name = "d4"
desc = "A die with four sides. The nerd's caltrop."
icon_state = "d4"
sides = 4
/obj/item/weapon/dice/d6
name = "d6"
/obj/item/weapon/dice/fudge
name = "fudge die"
desc = "A die with six sides but only three results. Is this a plus or a minus? Your mind is drawing a blank..."
sides = 3 //shhh
icon_state = "fudge"
special_faces = list("minus","blank","plus")
/obj/item/weapon/dice/d8
name = "d8"
desc = "A die with eight sides. It feels... lucky."
icon_state = "d8"
sides = 8
/obj/item/weapon/dice/d10
name = "d10"
desc = "A die with ten sides. Useful for percentages."
icon_state = "d10"
sides = 10
/obj/item/weapon/dice/d00
name = "d00"
desc = "A die with ten sides. Works better for d100 rolls than a golfball."
icon_state = "d00"
sides = 10
/obj/item/weapon/dice/d12
name = "d12"
desc = "A die with twelve sides. There's an air of neglect about it."
icon_state = "d12"
sides = 12
/obj/item/weapon/dice/d20
name = "d20"
desc = "A die with twenty sides. The prefered die to throw at the GM."
icon_state = "d20"
sides = 20
/obj/item/weapon/dice/d100
name = "d100"
desc = "A die with one hundred sides! Probably not fairly weighted..."
icon_state = "d100"
sides = 100
/obj/item/weapon/dice/d100/update_icon()
return
/obj/item/weapon/dice/d20/e20
var/triggered = 0
/obj/item/weapon/dice/attack_self(mob/user as mob)
diceroll(user)
/obj/item/weapon/dice/throw_at(atom/target, range, speed, mob/user as mob)
if(!..())
return
diceroll(user)
/obj/item/weapon/dice/proc/diceroll(mob/user)
result = rand(1, sides)
var/fake_result = rand(1, sides)//Daredevil isn't as good as he used to be
var/comment = ""
if(sides == 20 && result == 20)
comment = "Nat 20!"
else if(sides == 20 && result == 1)
comment = "Ouch, bad luck."
update_icon()
if(initial(icon_state) == "d00")
result = (result - 1)*10
if(special_faces.len == sides)
result = special_faces[result]
if(user != null) //Dice was rolled in someone's hand
user.visible_message("<span class='notice'>[user] has thrown [src]. It lands on [result]. [comment]</span>", \
"<span class='notice'>You throw [src]. It lands on [result]. [comment]</span>", \
"<span class='italics'>You hear [src] rolling, it sounds like a [fake_result].</span>")
else if(src.throwing == 0) //Dice was thrown and is coming to rest
visible_message("<span class='notice'>[src] rolls to a stop, landing on [result]. [comment]</span>")
/obj/item/weapon/dice/d20/e20/diceroll(mob/user as mob, thrown)
if(triggered)
return
..()
if(result == 1)
to_chat(user, "<span class='danger'>Rocks fall, you die.</span>")
user.gib()
else
triggered = 1
visible_message("<span class='notice'>You hear a quiet click.</span>")
spawn(40)
var/cap = 0
if(result > MAX_EX_LIGHT_RANGE && result != 20)
cap = 1
result = min(result, MAX_EX_LIGHT_RANGE) //Apply the bombcap
else if(result == 20) //Roll a nat 20, screw the bombcap
result = 24
var/turf/epicenter = get_turf(src)
explosion(epicenter, round(result*0.25), round(result*0.5), round(result), round(result*1.5), 1, cap)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
bombers += "E20 detonated at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]) with a roll of [result]. Triggered by: [key_name(user)]"
message_admins("E20 detonated at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a> with a roll of [result]. Triggered by: [key_name_admin(user)]")
log_game("E20 detonated at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]) with a roll of [result]. Triggered by: [key_name(user)]")
/obj/item/weapon/dice/update_icon()
overlays.Cut()
overlays += "[src.icon_state][src.result]"
/obj/item/weapon/storage/box/dice
name = "Box of dice"
desc = "ANOTHER ONE!? FUCK!"
icon_state = "box"
/obj/item/weapon/storage/box/dice/New()
..()
new /obj/item/weapon/dice/d2(src)
new /obj/item/weapon/dice/d4(src)
new /obj/item/weapon/dice/d8(src)
new /obj/item/weapon/dice/d10(src)
new /obj/item/weapon/dice/d00(src)
new /obj/item/weapon/dice/d12(src)
new /obj/item/weapon/dice/d20(src)