/* * Arcade -- An arcade cabinet. */ /obj/machinery/computer/arcade name = "arcade machine" icon = 'icons/obj/computer.dmi' icon_state = "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 desc = "An arcade machine, you can win wonderful prizes!" /obj/machinery/computer/arcade/attackby(I as obj, user as mob) if(istype(I, /obj/item/screwdriver)) playsound(src.loc, "sound/items/Screwdriver.ogg", 50, 1) if(do_after(user, 20)) if (src.stat & BROKEN) boutput(user, "The broken glass falls out.") var/obj/computerframe/A = new /obj/computerframe( src.loc ) if(src.material) A.setMaterial(src.material) new /obj/item/raw_material/shard/glass( src.loc ) var/obj/item/circuitboard/arcade/M = new /obj/item/circuitboard/arcade( A ) for (var/obj/C in src) C.set_loc(src.loc) A.circuit = M A.state = 3 A.icon_state = "3" A.anchored = 1 qdel(src) else boutput(user, "You disconnect the monitor.") var/obj/computerframe/A = new /obj/computerframe( src.loc ) if(src.material) A.setMaterial(src.material) var/obj/item/circuitboard/arcade/M = new /obj/item/circuitboard/arcade( A ) for (var/obj/C in src) C.set_loc(src.loc) A.circuit = M A.state = 4 A.icon_state = "4" A.anchored = 1 qdel(src) else src.attack_hand(user) return /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 ") name_part1 = pick("the Automatic ", "Farmer ", "Lord ", "Professor ", "the Evil ", "the Dread King ", "the Space ", "Lord ") name_part2 = pick("Melonoid", "Murdertron", "Sorcerer", "Ruin", "Jeff", "Ectoplasm", "Crushulon") src.enemy_name = 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_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() 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() 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 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 src.add_fingerprint(usr) src.updateUsrDialog() return /obj/machinery/computer/arcade/proc/arcade_action() var/mob/living/carbon/human/H = usr if (istype(H)) if (H.sims) H.sims.affectMotive("fun", 4) if ((src.enemy_mp <= 0) || (src.enemy_hp <= 0)) src.gameover = 1 src.temp = "[src.enemy_name] has fallen! Rejoice!" var/obj/item/prize var/prizeselect = rand(1,7) switch(prizeselect) if(1) prize = new /obj/item/spacecash(src.loc) prize.name = "space ticket" prize.desc = "It's almost like actual currency!" if(2) if (isrestrictedz(z)) prize = new /obj/item/spacecash(src.loc) prize.name = "space ticket" prize.desc = "It's almost like actual currency!" else prize = new /obj/item/device/radio/beacon(src.loc) prize.name = "electronic blink toy game" prize.desc = "Blink. Blink. Blink." if(3) prize = new /obj/item/zippo(src.loc) prize.name = "Burno Lighter" prize.desc = "Almost like a decent lighter!" if(4) if (prob(5)) prize = new /obj/item/device/key/virtual(src.loc) else prize = new /obj/item/toy/sword(src.loc) if(5) prize = new /obj/item/harmonica(src.loc) prize.name = "reverse harmonica" prize.desc = "To the untrained eye it is like any other harmonica, but the professional will notice that it is BACKWARDS." if(6) prize = new /obj/item/wrench(src.loc) prize.name = "golden wrench" prize.desc = "A generic wrench, but now with gold plating!" prize.icon_state = "gold_wrench" if(7) prize = new /obj/item/firework(src.loc) prize.icon = 'icons/obj/device.dmi' prize.icon_state = "shield0" prize.name = "decloaking device" prize.desc = "A device for removing cloaks. Made in Space-Taiwan." prize:det_time = 5 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" 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" 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