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* why were these so LONG, what the fuck * gosh * pronoun agenda the true agenda is killing coiax's squished lines
219 lines
6.1 KiB
Plaintext
219 lines
6.1 KiB
Plaintext
// Special objects for shuttle templates go here if nowhere else
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// Wabbajack statue, a sleeping frog statue that shoots bolts of change if
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// living carbons are put on its altar/tables
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/obj/machinery/power/emitter/energycannon/magical
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name = "wabbajack statue"
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desc = "Who am I? What is my purpose in life? What do I mean by who am I?"
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projectile_type = /obj/item/projectile/magic/change
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icon = 'icons/obj/machines/magic_emitter.dmi'
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icon_state = "wabbajack_statue"
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icon_state_on = "wabbajack_statue_on"
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var/list/active_tables = list()
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var/tables_required = 2
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active = FALSE
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/obj/machinery/power/emitter/energycannon/magical/New()
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. = ..()
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if(prob(50))
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desc = "Oh no, not again."
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update_icon()
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/obj/machinery/power/emitter/energycannon/magical/update_icon()
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if(active)
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icon_state = icon_state_on
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else
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icon_state = initial(icon_state)
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/obj/machinery/power/emitter/energycannon/magical/process()
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. = ..()
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if(active_tables.len >= tables_required)
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if(!active)
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visible_message("<span class='revenboldnotice'>\
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[src] opens its eyes.</span>")
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active = TRUE
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else
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if(active)
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visible_message("<span class='revenboldnotice'>\
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[src] closes its eyes.</span>")
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active = FALSE
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update_icon()
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/obj/machinery/power/emitter/energycannon/magical/attack_hand(mob/user)
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return
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/obj/machinery/power/emitter/energycannon/magical/attackby(obj/item/W, mob/user, params)
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return
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/obj/machinery/power/emitter/energycannon/magical/ex_act(severity)
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return
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/obj/machinery/power/emitter/energycannon/magical/emag_act(mob/user)
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return
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/obj/structure/table/abductor/wabbajack
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name = "wabbajack altar"
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desc = "Whether you're sleeping or waking, it's going to be \
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quite chaotic."
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obj_integrity = 1000
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max_integrity = 1000
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verb_say = "chants"
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var/obj/machinery/power/emitter/energycannon/magical/our_statue
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var/list/mob/living/sleepers = list()
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var/never_spoken = TRUE
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flags = NODECONSTRUCT
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/obj/structure/table/abductor/wabbajack/New()
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. = ..()
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START_PROCESSING(SSobj, src)
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/obj/structure/table/abductor/wabbajack/Destroy()
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/structure/table/abductor/wabbajack/process()
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var/area = orange(4, src)
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if(!our_statue)
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for(var/obj/machinery/power/emitter/energycannon/magical/M in area)
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our_statue = M
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break
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if(!our_statue)
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name = "inert [name]"
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return
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else
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name = initial(name)
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var/turf/T = get_turf(src)
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var/list/found = list()
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for(var/mob/living/carbon/C in T)
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if(C.stat != DEAD)
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found += C
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// New sleepers
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for(var/i in found - sleepers)
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var/mob/living/L = i
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L.color = "#800080"
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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>",
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"<span class='revendanger'>[desc]</span>")
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// Don't let them sit suround unconscious forever
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addtimer(src, "sleeper_dreams", 100, FALSE, L)
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// Existing sleepers
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for(var/i in found)
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var/mob/living/L = i
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L.SetSleeping(10)
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// Missing sleepers
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for(var/i in sleepers - found)
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var/mob/living/L = i
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L.color = initial(L.color)
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L.visible_message("<span class='revennotice'>The glow from [L] fades \
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away.</span>")
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L.grab_ghost()
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sleepers = found
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if(sleepers.len)
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our_statue.active_tables |= src
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if(never_spoken || prob(5))
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say(desc)
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never_spoken = FALSE
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else
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our_statue.active_tables -= src
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/obj/structure/table/abductor/wabbajack/proc/sleeper_dreams(mob/living/sleeper)
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if(sleeper in sleepers)
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sleeper << "<span class='revennotice'>While you slumber, you have \
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the strangest dream, like you can see yourself from the outside.\
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</span>"
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sleeper.ghostize(TRUE)
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/obj/structure/table/abductor/wabbajack/left
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desc = "You sleep so it may wake."
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/obj/structure/table/abductor/wabbajack/right
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desc = "It wakes so you may sleep."
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// Bar staff, GODMODE mobs that just want to make sure people have drinks
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// and a good time.
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/mob/living/simple_animal/drone/snowflake/bardrone
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name = "Bardrone"
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desc = "A barkeeping drone, an indestructible robot built to tend bars."
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seeStatic = FALSE
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laws = "1. Serve drinks.\n\
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2. Talk to patrons.\n\
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3. Don't get messed up in their affairs."
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languages_spoken = ALL
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languages_understood = ALL
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status_flags = GODMODE // Please don't punch the barkeeper
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unique_name = FALSE // disables the (123) number suffix
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/mob/living/simple_animal/drone/snowflake/bardrone/New()
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. = ..()
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access_card.access |= access_cent_bar
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/mob/living/simple_animal/hostile/alien/maid/barmaid
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gold_core_spawnable = 0
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name = "Barmaid"
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desc = "A barmaid, a maiden found in a bar."
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pass_flags = PASSTABLE
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status_flags = GODMODE
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languages_spoken = ALL
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languages_understood = ALL
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unique_name = FALSE
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AIStatus = AI_OFF
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stop_automated_movement = TRUE
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/mob/living/simple_animal/hostile/alien/maid/barmaid/New()
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. = ..()
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access_card = new /obj/item/weapon/card/id(src)
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var/datum/job/captain/C = new /datum/job/captain
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access_card.access = C.get_access()
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access_card.access |= access_cent_bar
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access_card.flags |= NODROP
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/mob/living/simple_animal/hostile/alien/maid/barmaid/Destroy()
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qdel(access_card)
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. = ..()
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// Bar table, a wooden table that kicks you in a direction if you're not
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// barstaff (defined as someone who was a roundstart bartender or someone
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// with CENTCOM_BARSTAFF)
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/obj/structure/table/wood/bar
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resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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flags = NODECONSTRUCT
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obj_integrity = 1000
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max_integrity = 1000
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var/boot_dir = 1
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/obj/structure/table/wood/bar/Crossed(atom/movable/AM)
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if(isliving(AM) && !is_barstaff(AM))
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// No climbing on the bar please
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var/mob/living/M = AM
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var/throwtarget = get_edge_target_turf(src, boot_dir)
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M.Weaken(2)
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M.throw_at_fast(throwtarget, 5, 1,src)
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M << "<span class='notice'>No climbing on the bar please.</span>"
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else
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. = ..()
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/obj/structure/table/wood/bar/shuttleRotate(rotation)
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. = ..()
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boot_dir = angle2dir(rotation + dir2angle(boot_dir))
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/obj/structure/table/wood/bar/proc/is_barstaff(mob/living/user)
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. = FALSE
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.mind && H.mind.assigned_role == "Bartender")
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return TRUE
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var/obj/item/weapon/card/id/ID = user.get_idcard()
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if(ID && (access_cent_bar in ID.access))
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return TRUE
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