/obj/machinery/computer/arcade
name = "arcade machine"
desc = "Does not support Pinball."
icon = 'computer.dmi'
icon_state = "arcade"
circuit = "/obj/item/weapon/circuitboard/arcade"
var/enemy_name = "Space Villian"
var/temp = "Winners Don't Use Spacedrugs" //Temporary message, for attack messages, etc
var/player_hp = 30 //Player health/attack points
var/player_mp = 10
var/enemy_hp = 45 //Enemy health/attack points
var/enemy_mp = 20
var/gameover = 0
var/blocked = 0 //Player cannot attack/heal while set
/obj/machinery/computer/arcade
var/turtle = 0
/obj/machinery/computer/arcade/New()
..()
var/name_action
var/name_part1
var/name_part2
name_action = pick("Defeat ", "Annihilate ", "Save ", "Strike ", "Stop ", "Destroy ", "Robust ", "Romance ", "Pwn ", "Own ")
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", "Metroid", "Griefer", "ERPer", "Lizard Man", "Unicorn")
src.enemy_name = dd_replacetext((name_part1 + name_part2), "the ", "")
src.name = (name_action + name_part1 + name_part2)
/obj/machinery/computer/arcade/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/arcade/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/arcade/attack_hand(mob/user as mob)
if(..())
return
user.machine = src
var/dat = "Close"
dat += "
[src.enemy_name]
"
dat += "
[src.temp]
"
dat += "
Health: [src.player_hp] | Magic: [src.player_mp] | Enemy Health: [src.enemy_hp]"
if (src.gameover)
dat += "New Game"
else
dat += "Attack | "
dat += "Heal | "
dat += "Recharge Power"
dat += ""
user << browse(dat, "window=arcade")
onclose(user, "arcade")
return
/obj/machinery/computer/arcade/Topic(href, href_list)
if(..())
return
if (!src.blocked)
if (href_list["attack"])
src.blocked = 1
var/attackamt = rand(2,6)
src.temp = "You attack for [attackamt] damage!"
src.updateUsrDialog()
if(turtle > 0)
turtle--
sleep(10)
src.enemy_hp -= attackamt
src.arcade_action()
else if (href_list["heal"])
src.blocked = 1
var/pointamt = rand(1,3)
var/healamt = rand(6,8)
src.temp = "You use [pointamt] magic to heal for [healamt] damage!"
src.updateUsrDialog()
turtle++
sleep(10)
src.player_mp -= pointamt
src.player_hp += healamt
src.blocked = 1
src.updateUsrDialog()
src.arcade_action()
else if (href_list["charge"])
src.blocked = 1
var/chargeamt = rand(4,7)
src.temp = "You regain [chargeamt] points"
src.player_mp += chargeamt
if(turtle > 0)
turtle--
src.updateUsrDialog()
sleep(10)
src.arcade_action()
if (href_list["close"])
usr.machine = null
usr << browse(null, "window=arcade")
else if (href_list["newgame"]) //Reset everything
temp = "New Round"
player_hp = 30
player_mp = 10
enemy_hp = 45
enemy_mp = 20
gameover = 0
turtle = 0
if(emagged)
src.New()
emagged = 0
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/computer/arcade/proc/arcade_action()
if ((src.enemy_mp <= 0) || (src.enemy_hp <= 0))
src.gameover = 1
src.temp = "[src.enemy_name] has fallen! Rejoice!"
if(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.")
src.New()
emagged = 0
else if(!contents.len)
var/prizeselect = pick(1,2,3,4,5,6,7,8,9)
switch(prizeselect)
if(1)
new /obj/item/toy/snappopbox(src.loc)
if(2)
new /obj/item/toy/blink(src.loc)
if(3)
new /obj/item/clothing/under/syndicate/tacticool(src.loc)
if(4)
new /obj/item/toy/sword(src.loc)
if(5)
new /obj/item/toy/ammo/gun(src.loc)
new /obj/item/toy/gun(src.loc)
if(6)
new /obj/item/toy/crossbow(src.loc)
if(7)
new /obj/item/clothing/suit/syndicatefake(src.loc)
new /obj/item/clothing/head/syndicatefake(src.loc)
if(8)
new /obj/item/weapon/storage/crayonbox(src.loc)
if(9)
new /obj/item/toy/spinningtoy(src.loc)
// if(10) //Commented out on Urist-chan's orders~
// new /obj/item/toy/balloon(src.loc) //Until it gets a better sprite~
else
var/atom/movable/Prize = pick(contents)
Prize.loc = src.loc
else if (emagged && (turtle >= 4))
var/boomamt = rand(5,10)
src.temp = "[src.enemy_name] throws a bomb, exploding you for [boomamt] damage!"
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!"
src.player_mp -= stealamt
src.updateUsrDialog()
if (src.player_mp <= 0)
src.gameover = 1
sleep(10)
src.temp = "You have been drained! GAME OVER"
if(emagged)
usr.gib()
else if ((src.enemy_hp <= 10) && (src.enemy_mp > 4))
src.temp = "[src.enemy_name] heals for 4 health!"
src.enemy_hp += 4
src.enemy_mp -= 4
else
var/attackamt = rand(3,6)
src.temp = "[src.enemy_name] attacks for [attackamt] damage!"
src.player_hp -= attackamt
if ((src.player_mp <= 0) || (src.player_hp <= 0))
src.gameover = 1
src.temp = "You have been crushed! GAME OVER"
if(emagged)
usr.gib()
src.blocked = 0
return
/obj/machinery/computer/arcade/power_change()
if(stat & BROKEN)
icon_state = "arcadeb"
else
if( powered() )
icon_state = initial(icon_state)
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "arcade0"
stat |= NOPOWER
/obj/machinery/computer/arcade/attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/card/emag) && !emagged)
var/obj/item/weapon/card/emag/E = I
if(E.uses)
E.uses--
else
return
temp = "If you die in the game, you die for real!"
player_hp = 30
player_mp = 10
enemy_hp = 45
enemy_mp = 20
gameover = 0
blocked = 0
emagged = 1
enemy_name = "Cuban Pete"
name = "Outbomb Cuban Pete"
src.updateUsrDialog()
else if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/arcade/M = new /obj/item/weapon/circuitboard/arcade( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.anchored = 1
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
new /obj/item/weapon/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
del(src)