/obj/item/toy/eightball name = "magic eightball" desc = "A black ball with a stenciled number eight in white on the side. It seems full of dark liquid.\nThe instructions state that you should ask your question aloud, and then shake." icon = 'icons/obj/toy.dmi' icon_state = "eightball" w_class = WEIGHT_CLASS_TINY verb_say = "rattles" var/shaking = FALSE var/on_cooldown = FALSE var/shake_time = 50 var/cooldown_time = 100 var/static/list/possible_answers = list( "It is certain", "It is decidedly so", "Without a doubt", "Yes definitely", "You may rely on it", "As I see it, yes", "Most likely", "Outlook good", "Yes", "Signs point to yes", "Reply hazy try again", "Ask again later", "Better not tell you now", "Cannot predict now", "Concentrate and ask again", "Don't count on it", "My reply is no", "My sources say no", "Outlook not so good", "Very doubtful") /obj/item/toy/eightball/Initialize(mapload) . = ..() if(MakeHaunted()) return INITIALIZE_HINT_QDEL /obj/item/toy/eightball/proc/MakeHaunted() . = prob(1) if(.) new /obj/item/toy/eightball/haunted(loc) /obj/item/toy/eightball/attack_self(mob/user) if(shaking) return if(on_cooldown) to_chat(user, span_warning("[src] was shaken recently, it needs time to settle.")) return user.visible_message(span_notice("[user] starts shaking [src]."), span_notice("You start shaking [src]."), span_italics("You hear shaking and sloshing.")) shaking = TRUE start_shaking(user) if(do_after(user, shake_time, user)) var/answer = get_answer() say(answer) on_cooldown = TRUE addtimer(CALLBACK(src, .proc/clear_cooldown), cooldown_time) shaking = FALSE /obj/item/toy/eightball/proc/start_shaking(user) return /obj/item/toy/eightball/proc/get_answer() return pick(possible_answers) /obj/item/toy/eightball/proc/clear_cooldown() on_cooldown = FALSE // A broken magic eightball, it only says "YOU SUCK" over and over again. /obj/item/toy/eightball/broken name = "broken magic eightball" desc = "A black ball with a stenciled number eight in white on the side. It is cracked and seems empty." var/fixed_answer /obj/item/toy/eightball/broken/Initialize(mapload) . = ..() fixed_answer = pick(possible_answers) /obj/item/toy/eightball/broken/get_answer() return fixed_answer // Haunted eightball is identical in description and function to toy, // except it actually ASKS THE DEAD (wooooo) /obj/item/toy/eightball/haunted shake_time = 30 SECONDS cooldown_time = 3 MINUTES flags_1 = HEAR_1 var/last_message var/selected_message //these kind of store the same thing but one is easier to work with. var/list/votes = list() var/list/voted = list() var/static/list/haunted_answers = list( "yes" = list( "It is certain", "It is decidedly so", "Without a doubt", "Yes definitely", "You may rely on it", "As I see it, yes", "Most likely", "Outlook good", "Yes", "Signs point to yes" ), "maybe" = list( "Reply hazy try again", "Ask again later", "Better not tell you now", "Cannot predict now", "Concentrate and ask again" ), "no" = list( "Don't count on it", "My reply is no", "My sources say no", "Outlook not so good", "Very doubtful" ) ) /obj/item/toy/eightball/haunted/Initialize(mapload) . = ..() for (var/answer in haunted_answers) votes[answer] = 0 GLOB.poi_list |= src /obj/item/toy/eightball/haunted/Destroy() GLOB.poi_list -= src . = ..() /obj/item/toy/eightball/haunted/MakeHaunted() return FALSE //ATTACK GHOST IGNORING PARENT RETURN VALUE /obj/item/toy/eightball/haunted/attack_ghost(mob/user) if(!shaking) to_chat(user, span_warning("[src] is not currently being shaken.")) return interact(user) return ..() /obj/item/toy/eightball/haunted/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, spans, list/message_mods = list()) . = ..() last_message = raw_message /obj/item/toy/eightball/haunted/start_shaking(mob/user) // notify ghosts that someone's shaking a haunted eightball // and inform them of the message, (hopefully a yes/no question) selected_message = last_message notify_ghosts("[user] is shaking [src], hoping to get an answer to \"[selected_message]\"", source=src, enter_link="(Click to help)", action=NOTIFY_ATTACK) /obj/item/toy/eightball/haunted/Topic(href, href_list) if(href_list["interact"]) if(isobserver(usr)) interact(usr) /obj/item/toy/eightball/haunted/get_answer() var/top_amount = 0 var/top_vote for(var/vote in votes) var/amount_of_votes = length(votes[vote]) if(amount_of_votes > top_amount) top_vote = vote top_amount = amount_of_votes //If one option actually has votes and there's a tie, pick between them 50/50 else if(top_amount && amount_of_votes == top_amount && prob(50)) top_vote = vote top_amount = amount_of_votes if(isnull(top_vote)) top_vote = pick(votes) for(var/vote in votes) votes[vote] = 0 voted.Cut() return top_vote /obj/item/toy/eightball/haunted/ui_state(mob/user) return GLOB.observer_state /obj/item/toy/eightball/haunted/ui_interact(mob/user, datum/tgui/ui) ui = SStgui.try_update_ui(user, src, ui) if(!ui) ui = new(user, src, "EightBallVote", name) ui.open() /obj/item/toy/eightball/haunted/ui_data(mob/user) var/list/data = list() data["shaking"] = shaking data["question"] = selected_message data["answers"] = list() for(var/pa in haunted_answers) var/list/L = list() L["answer"] = pa L["amount"] = votes[pa] L["selected"] = voted[user.ckey] data["answers"] += list(L) return data /obj/item/toy/eightball/haunted/ui_act(action, params) if(..()) return var/mob/user = usr switch(action) if("vote") var/selected_answer = params["answer"] if(!(selected_answer in haunted_answers)) return if(user.ckey in voted) return else votes[selected_answer] += 1 voted[user.ckey] = selected_answer . = TRUE