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S.P.L.U.R.T-Station-13/code/modules/shuttle/special.dm
2020-04-21 20:52:33 -07:00

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// Special objects for shuttle templates go here if nowhere else
// Wabbajack statue, a sleeping frog statue that shoots bolts of change if
// living carbons are put on its altar/tables
/obj/machinery/power/emitter/energycannon/magical
name = "wabbajack statue"
desc = "Who am I? What is my purpose in life? What do I mean by who am I?"
projectile_type = /obj/item/projectile/magic/change
icon = 'icons/obj/machines/magic_emitter.dmi'
icon_state = "wabbajack_statue"
icon_state_on = "wabbajack_statue_on"
active = FALSE
allow_switch_interact = FALSE
var/list/active_tables = list()
var/tables_required = 2
/obj/machinery/power/emitter/energycannon/magical/Initialize()
. = ..()
if(prob(50))
desc = "Oh no, not again."
update_icon()
/obj/machinery/power/emitter/energycannon/magical/update_icon_state()
if(active)
icon_state = icon_state_on
else
icon_state = initial(icon_state)
/obj/machinery/power/emitter/energycannon/magical/process()
. = ..()
if(active_tables.len >= tables_required)
if(!active)
visible_message("<span class='revenboldnotice'>\
[src] opens its eyes.</span>")
active = TRUE
else
if(active)
visible_message("<span class='revenboldnotice'>\
[src] closes its eyes.</span>")
active = FALSE
update_icon()
/obj/machinery/power/emitter/energycannon/magical/attackby(obj/item/W, mob/user, params)
return
/obj/machinery/power/emitter/energycannon/magical/ex_act(severity)
return
/obj/machinery/power/emitter/energycannon/magical/emag_act(mob/user)
return SEND_SIGNAL(src, COMSIG_ATOM_EMAG_ACT)
/obj/structure/table/abductor/wabbajack
name = "wabbajack altar"
desc = "Whether you're sleeping or waking, it's going to be quite chaotic."
max_integrity = 1000
verb_say = "chants"
var/obj/machinery/power/emitter/energycannon/magical/our_statue
var/list/mob/living/sleepers = list()
var/never_spoken = TRUE
flags_1 = NODECONSTRUCT_1
/obj/structure/table/abductor/wabbajack/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
/obj/structure/table/abductor/wabbajack/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/structure/table/abductor/wabbajack/process()
var/area = orange(4, src)
if(!our_statue)
for(var/obj/machinery/power/emitter/energycannon/magical/M in area)
our_statue = M
break
if(!our_statue)
name = "inert [name]"
return
else
name = initial(name)
var/turf/T = get_turf(src)
var/list/found = list()
for(var/mob/living/carbon/C in T)
if(C.stat != DEAD)
found += C
// New sleepers
for(var/i in found - sleepers)
var/mob/living/L = i
L.add_atom_colour("#800080", TEMPORARY_COLOUR_PRIORITY)
L.visible_message("<span class='revennotice'>A strange purple glow wraps itself around [L] as [L.p_they()] suddenly fall[L.p_s()] unconscious.</span>",
"<span class='revendanger'>[desc]</span>")
// Don't let them sit suround unconscious forever
addtimer(CALLBACK(src, .proc/sleeper_dreams, L), 100)
// Existing sleepers
for(var/i in found)
var/mob/living/L = i
L.SetSleeping(200)
// Missing sleepers
for(var/i in sleepers - found)
var/mob/living/L = i
L.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, "#800080")
L.visible_message("<span class='revennotice'>The glow from [L] fades \
away.</span>")
L.grab_ghost()
sleepers = found
if(sleepers.len)
our_statue.active_tables |= src
if(never_spoken || prob(5))
say(desc)
never_spoken = FALSE
else
our_statue.active_tables -= src
/obj/structure/table/abductor/wabbajack/proc/sleeper_dreams(mob/living/sleeper)
if(sleeper in sleepers)
to_chat(sleeper, "<span class='revennotice'>While you slumber, you have the strangest dream, like you can see yourself from the outside.</span>")
sleeper.ghostize(TRUE, voluntary = TRUE)
/obj/structure/table/abductor/wabbajack/left
desc = "You sleep so it may wake."
/obj/structure/table/abductor/wabbajack/right
desc = "It wakes so you may sleep."
// Bar staff, GODMODE mobs that just want to make sure people have drinks
// and a good time.
/mob/living/simple_animal/drone/snowflake/bardrone
name = "Bardrone"
desc = "A barkeeping drone, an indestructible robot built to tend bars."
hacked = TRUE
laws = "1. Serve drinks.\n\
2. Talk to patrons.\n\
3. Don't get messed up in their affairs."
status_flags = GODMODE // Please don't punch the barkeeper
unique_name = FALSE // disables the (123) number suffix
initial_language_holder = /datum/language_holder/universal
/mob/living/simple_animal/drone/snowflake/bardrone/Initialize()
. = ..()
access_card.access |= ACCESS_CENT_BAR
/mob/living/simple_animal/hostile/alien/maid/barmaid
gold_core_spawnable = NO_SPAWN
name = "Barmaid"
desc = "A barmaid, a maiden found in a bar."
pass_flags = PASSTABLE
status_flags = GODMODE
unique_name = FALSE
AIStatus = AI_OFF
stop_automated_movement = TRUE
initial_language_holder = /datum/language_holder/universal
/mob/living/simple_animal/hostile/alien/maid/barmaid/Initialize()
. = ..()
access_card = new /obj/item/card/id(src)
var/datum/job/captain/C = new /datum/job/captain
access_card.access = C.get_access()
access_card.access |= ACCESS_CENT_BAR
ADD_TRAIT(access_card, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
/mob/living/simple_animal/hostile/alien/maid/barmaid/Destroy()
qdel(access_card)
. = ..()
// Bar table, a wooden table that kicks you in a direction if you're not
// barstaff (defined as someone who was a roundstart bartender or someone
// with CENTCOM_BARSTAFF)
/obj/structure/table/wood/bar
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
flags_1 = NODECONSTRUCT_1
max_integrity = 1000
var/boot_dir = 1
/obj/structure/table/wood/bar/Crossed(atom/movable/AM)
if(isliving(AM) && !is_barstaff(AM))
// No climbing on the bar please
var/mob/living/M = AM
var/throwtarget = get_edge_target_turf(src, boot_dir)
M.DefaultCombatKnockdown(40)
M.throw_at(throwtarget, 5, 1)
to_chat(M, "<span class='notice'>No climbing on the bar please.</span>")
else
. = ..()
/obj/structure/table/wood/bar/proc/is_barstaff(mob/living/user)
. = FALSE
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.mind && H.mind.assigned_role == "Bartender")
return TRUE
var/obj/item/card/id/ID = user.get_idcard(FALSE)
if(ID && (ACCESS_CENT_BAR in ID.access))
return TRUE
//Luxury Shuttle Blockers
/obj/effect/forcefield/luxury_shuttle
timeleft = 0
var/threshold = 500
var/static/list/approved_passengers = list()
var/static/list/check_times = list()
/obj/effect/forcefield/luxury_shuttle/CanPass(atom/movable/mover, turf/target)
if(mover in approved_passengers)
return TRUE
if(!isliving(mover)) //No stowaways
return FALSE
return FALSE
#define LUXURY_MESSAGE_COOLDOWN 100
/obj/effect/forcefield/luxury_shuttle/Bumped(atom/movable/AM)
if(!isliving(AM))
return ..()
if(check_times[AM] && check_times[AM] > world.time) //Let's not spam the message
return ..()
check_times[AM] = world.time + LUXURY_MESSAGE_COOLDOWN
var/total_cash = 0
var/list/counted_money = list()
for(var/obj/item/coin/C in AM.GetAllContents())
total_cash += C.value
counted_money += C
if(total_cash >= threshold)
break
for(var/obj/item/stack/spacecash/S in AM.GetAllContents())
total_cash += S.value * S.amount
counted_money += S
if(total_cash >= threshold)
break
if(AM.pulling)
if(istype(AM.pulling, /obj/item/coin))
var/obj/item/coin/C = AM.pulling
total_cash += C.value
counted_money += C
else if(istype(AM.pulling, /obj/item/stack/spacecash))
var/obj/item/stack/spacecash/S = AM.pulling
total_cash += S.value * S.amount
counted_money += S
if(total_cash >= threshold)
for(var/obj/I in counted_money)
qdel(I)
to_chat(AM, "Thank you for your payment! Please enjoy your flight.")
approved_passengers += AM
check_times -= AM
return
else
to_chat(AM, "<span class='warning'>You don't have enough money to enter the main shuttle. You'll have to fly coach.</span>")
return ..()
/mob/living/simple_animal/hostile/bear/fightpit
name = "fight pit bear"
desc = "This bear's trained through ancient Russian secrets to fear the walls of its glass prison."
environment_smash = ENVIRONMENT_SMASH_NONE
/obj/effect/decal/hammerandsickle
name = "hammer and sickle"
desc = "Communism powerful force."
icon = 'icons/effects/96x96.dmi'
icon_state = "communist"
layer = ABOVE_OPEN_TURF_LAYER
pixel_x = -32
pixel_y = -32
/obj/effect/decal/hammerandsickle/shuttleRotate(rotation)
setDir(angle2dir(rotation+dir2angle(dir))) // No parentcall, rest of the rotate code breaks the pixel offset.