Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into auxtools-atmos
This commit is contained in:
@@ -1,6 +1,6 @@
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#define AUTOLATHE_MAIN_MENU 1
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#define AUTOLATHE_CATEGORY_MENU 2
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#define AUTOLATHE_SEARCH_MENU 3
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#define AUTOLATHE_MAIN_MENU 1
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#define AUTOLATHE_CATEGORY_MENU 2
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#define AUTOLATHE_SEARCH_MENU 3
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/obj/machinery/autolathe
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name = "autolathe"
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@@ -17,7 +17,7 @@
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var/list/L = list()
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var/list/LL = list()
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var/hacked = FALSE
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var/disabled = 0
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var/disabled = FALSE
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var/shocked = FALSE
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var/hack_wire
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var/disable_wire
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@@ -27,13 +27,13 @@
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var/prod_coeff = 1
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var/datum/design/being_built
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var/datum/techweb/stored_research
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var/list/datum/design/matching_designs
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var/selected_category
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var/screen = 1
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var/base_price = 25
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var/hacked_price = 50
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var/datum/techweb/specialized/autounlocking/stored_research = /datum/techweb/specialized/autounlocking/autolathe
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var/list/categories = list(
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"Tools",
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"Electronics",
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@@ -46,19 +46,13 @@
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"Dinnerware",
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"Imported"
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)
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var/list/allowed_materials
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/// Base print speed
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var/base_print_speed = 10
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/obj/machinery/autolathe/Initialize()
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var/list/mats = allowed_materials
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if(!mats)
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mats = SSmaterials.materialtypes_by_category[MAT_CATEGORY_RIGID]
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AddComponent(/datum/component/material_container, mats, _show_on_examine=TRUE, _after_insert=CALLBACK(src, .proc/AfterMaterialInsert))
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AddComponent(/datum/component/material_container, SSmaterials.materialtypes_by_category[MAT_CATEGORY_RIGID], 0, TRUE, null, null, CALLBACK(src, .proc/AfterMaterialInsert))
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. = ..()
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wires = new /datum/wires/autolathe(src)
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stored_research = new stored_research
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stored_research = new /datum/techweb/specialized/autounlocking/autolathe
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matching_designs = list()
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/obj/machinery/autolathe/Destroy()
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@@ -83,7 +77,7 @@
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if(AUTOLATHE_SEARCH_MENU)
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dat = search_win(user)
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var/datum/browser/popup = new(user, name, name, 400, 500)
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var/datum/browser/popup = new(user, "autolathe", name, 400, 500)
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popup.set_content(dat)
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popup.open()
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@@ -114,9 +108,9 @@
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return TRUE
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if(istype(O, /obj/item/disk/design_disk))
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user.visible_message("[user] begins to load \the [O] in \the [src]...",
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"You begin to load a design from \the [O]...",
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"You hear the chatter of a floppy drive.")
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user.visible_message("<span class='notice'>[user] begins to load \the [O] in \the [src]...</span>",
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"<span class='notice'>You begin to load a design from \the [O]...</span>",
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"<span class='hear'>You hear the chatter of a floppy drive.</span>")
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busy = TRUE
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var/obj/item/disk/design_disk/D = O
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if(do_after(user, 14.4, target = src))
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@@ -128,14 +122,16 @@
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return ..()
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/obj/machinery/autolathe/proc/AfterMaterialInsert(obj/item/item_inserted, id_inserted, amount_inserted)
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/obj/machinery/autolathe/proc/AfterMaterialInsert(item_inserted, id_inserted, amount_inserted)
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if(istype(item_inserted, /obj/item/stack/ore/bluespace_crystal))
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use_power(MINERAL_MATERIAL_AMOUNT / 10)
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else if(item_inserted.custom_materials?.len && item_inserted.custom_materials[SSmaterials.GetMaterialRef(/datum/material/glass)])
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else if(custom_materials && custom_materials.len && custom_materials[SSmaterials.GetMaterialRef(/datum/material/glass)])
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flick("autolathe_r",src)//plays glass insertion animation by default otherwise
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else
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flick("autolathe_o",src)//plays metal insertion animation
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use_power(min(1000, amount_inserted / 100))
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updateUsrDialog()
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@@ -187,7 +183,7 @@
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if(materials.materials[i] > 0)
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list_to_show += i
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used_material = input("Choose [used_material]", "Custom Material") as null|anything in list_to_show
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used_material = input("Choose [used_material]", "Custom Material") as null|anything in sortList(list_to_show, /proc/cmp_typepaths_asc)
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if(!used_material)
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return //Didn't pick any material, so you can't build shit either.
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custom_materials[used_material] += amount_needed
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@@ -198,8 +194,8 @@
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busy = TRUE
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use_power(power)
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icon_state = "autolathe_n"
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var/time = is_stack ? 10 : base_print_speed * coeff * multiplier
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addtimer(CALLBACK(src, .proc/make_item, power, materials_used, custom_materials, multiplier, coeff, is_stack), time)
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var/time = is_stack ? 32 : (32 * coeff * multiplier) ** 0.8
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addtimer(CALLBACK(src, .proc/make_item, power, materials_used, custom_materials, multiplier, coeff, is_stack, usr), time)
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else
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to_chat(usr, "<span class=\"alert\">Not enough materials for this operation.</span>")
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@@ -218,10 +214,11 @@
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return
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/obj/machinery/autolathe/proc/make_item(power, var/list/materials_used, var/list/picked_materials, multiplier, coeff, is_stack)
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/obj/machinery/autolathe/proc/make_item(power, list/materials_used, list/picked_materials, multiplier, coeff, is_stack, mob/user)
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var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
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var/atom/A = drop_location()
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use_power(power)
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materials.use_materials(materials_used)
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if(is_stack)
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@@ -235,6 +232,11 @@
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if(length(picked_materials))
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new_item.set_custom_materials(picked_materials, 1 / multiplier) //Ensure we get the non multiplied amount
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for(var/x in picked_materials)
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var/datum/material/M = x
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if(!istype(M, /datum/material/glass) && !istype(M, /datum/material/iron))
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user.client.give_award(/datum/award/achievement/misc/getting_an_upgrade, user)
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icon_state = "autolathe"
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busy = FALSE
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@@ -246,12 +248,10 @@
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T += MB.rating*75000
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var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
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materials.max_amount = T
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var/manips = 0
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var/total_manip_rating = 0
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T=1.2
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for(var/obj/item/stock_parts/manipulator/M in component_parts)
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total_manip_rating += M.rating
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manips++
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prod_coeff = STANDARD_PART_LEVEL_LATHE_COEFFICIENT(total_manip_rating / (manips? manips : 1))
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T -= M.rating*0.2
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prod_coeff = min(1,max(0,T)) // Coeff going 1 -> 0,8 -> 0,6 -> 0,4
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/obj/machinery/autolathe/examine(mob/user)
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. += ..()
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@@ -376,6 +376,7 @@
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return materials.has_materials(required_materials)
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/obj/machinery/autolathe/proc/get_design_cost(datum/design/D)
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var/coeff = (ispath(D.build_path, /obj/item/stack) ? 1 : prod_coeff)
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var/dat
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@@ -416,9 +417,7 @@
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hacked = state
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for(var/id in SSresearch.techweb_designs)
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var/datum/design/D = SSresearch.techweb_design_by_id(id)
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if(D.build_type & stored_research.design_autounlock_skip_types)
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continue
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if((D.build_type & stored_research.design_autounlock_buildtypes) && ("hacked" in D.category))
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if((D.build_type & AUTOLATHE) && ("hacked" in D.category))
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if(hacked)
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stored_research.add_design(D)
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else
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@@ -428,19 +427,24 @@
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. = ..()
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adjust_hacked(TRUE)
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//Called when the object is constructed by an autolathe
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//Has a reference to the autolathe so you can do !!FUN!! things with hacked lathes
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/obj/item/proc/autolathe_crafted(obj/machinery/autolathe/A)
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return
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/obj/machinery/autolathe/secure
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name = "secured autolathe"
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desc = "It produces items using metal and glass. This model was reprogrammed without some of the more hazardous designs."
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circuit = /obj/item/circuitboard/machine/autolathe/secure
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stored_research = /datum/techweb/specialized/autounlocking/autolathe/public
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base_print_speed = 20
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/obj/machinery/autolathe/secure/Initialize()
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. = ..()
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stored_research = new /datum/techweb/specialized/autounlocking/autolathe/public
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/obj/machinery/autolathe/toy
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name = "autoylathe"
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desc = "It produces toys using plastic, metal and glass."
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circuit = /obj/item/circuitboard/machine/autolathe/toy
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stored_research = /datum/techweb/specialized/autounlocking/autolathe/toy
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categories = list(
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"Toys",
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"Figurines",
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@@ -453,12 +457,8 @@
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"Misc",
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"Imported"
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)
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allowed_materials = list(
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/datum/material/iron,
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/datum/material/glass,
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/datum/material/plastic
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)
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/obj/machinery/autolathe/toy/hacked/Initialize()
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. = ..()
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adjust_hacked(TRUE)
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stored_research = new /datum/techweb/specialized/autounlocking/autolathe/toy
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@@ -3,14 +3,7 @@
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#define ARCADE_WEIGHT_RARE 1
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#define ARCADE_RATIO_PLUSH 0.20 // average 1 out of 6 wins is a plush.
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/obj/machinery/computer/arcade
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name = "random arcade"
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desc = "random arcade machine"
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icon_state = "arcade"
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icon_keyboard = null
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icon_screen = "invaders"
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clockwork = TRUE //it'd look weird
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var/list/prizes = list(
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GLOBAL_LIST_INIT(arcade_prize_pool, list(
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/obj/item/toy/balloon = ARCADE_WEIGHT_USELESS,
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/obj/item/toy/beach_ball = ARCADE_WEIGHT_USELESS,
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/obj/item/toy/cattoy = ARCADE_WEIGHT_USELESS,
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@@ -70,9 +63,16 @@
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/obj/item/clothing/mask/fakemoustache/italian = ARCADE_WEIGHT_RARE,
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/obj/item/clothing/suit/hooded/wintercoat/ratvar/fake = ARCADE_WEIGHT_TRICK,
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/obj/item/clothing/suit/hooded/wintercoat/narsie/fake = ARCADE_WEIGHT_TRICK
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)
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))
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/obj/machinery/computer/arcade
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name = "random arcade"
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desc = "random arcade machine"
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icon_state = "arcade"
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icon_keyboard = "no_keyboard"
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icon_screen = "invaders"
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light_color = LIGHT_COLOR_GREEN
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var/list/prize_override
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/obj/machinery/computer/arcade/proc/Reset()
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return
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@@ -91,44 +91,54 @@
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||||
var/obj/machinery/computer/arcade/A = new CB.build_path(loc, CB)
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A.setDir(dir)
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return INITIALIZE_HINT_QDEL
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//The below object acts as a spawner with a wide array of possible picks, most being uninspired references to past/current player characters.
|
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//Nevertheless, this keeps its ratio constant with the sum of all the others prizes.
|
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prizes[/obj/item/toy/plush/random] = counterlist_sum(prizes) * ARCADE_RATIO_PLUSH
|
||||
|
||||
Reset()
|
||||
|
||||
/obj/machinery/computer/arcade/proc/prizevend(mob/user, list/rarity_classes)
|
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "arcade", /datum/mood_event/arcade)
|
||||
/obj/machinery/computer/arcade/proc/prizevend(mob/user, prizes = 1)
|
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// if(user.mind?.get_skill_level(/datum/skill/gaming) >= SKILL_LEVEL_LEGENDARY && HAS_TRAIT(user, TRAIT_GAMERGOD))
|
||||
// visible_message("<span class='notice'>[user] inputs an intense cheat code!</span>",
|
||||
// "<span class='notice'>You hear a flurry of buttons being pressed.</span>")
|
||||
// say("CODE ACTIVATED: EXTRA PRIZES.")
|
||||
// prizes *= 2
|
||||
for(var/i = 0, i < prizes, i++)
|
||||
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "arcade", /datum/mood_event/arcade)
|
||||
if(prob(0.0001)) //1 in a million
|
||||
new /obj/item/gun/energy/pulse/prize(src)
|
||||
visible_message("<span class='notice'>[src] dispenses.. woah, a gun! Way past cool.</span>", "<span class='notice'>You hear a chime and a shot.</span>")
|
||||
user.client.give_award(/datum/award/achievement/misc/pulse, user)
|
||||
return
|
||||
|
||||
if(prob(1) && prob(1) && prob(1)) //Proper 1 in a million
|
||||
new /obj/item/gun/energy/pulse/prize(src)
|
||||
SSmedals.UnlockMedal(MEDAL_PULSE, usr.client)
|
||||
var/prizeselect
|
||||
if(prize_override)
|
||||
prizeselect = pickweight(prize_override)
|
||||
else
|
||||
prizeselect = pickweight(GLOB.arcade_prize_pool)
|
||||
var/atom/movable/the_prize = new prizeselect(get_turf(src))
|
||||
playsound(src, 'sound/machines/machine_vend.ogg', 50, TRUE, extrarange = -3)
|
||||
visible_message("<span class='notice'>[src] dispenses [the_prize]!</span>", "<span class='notice'>You hear a chime and a clunk.</span>")
|
||||
|
||||
if(!contents.len)
|
||||
var/list/toy_raffle
|
||||
if(rarity_classes)
|
||||
for(var/A in prizes)
|
||||
if(prizes[A] in rarity_classes)
|
||||
LAZYSET(toy_raffle, A, prizes[A])
|
||||
if(!toy_raffle)
|
||||
toy_raffle = prizes
|
||||
var/prizeselect = pickweight(toy_raffle)
|
||||
new prizeselect(src)
|
||||
|
||||
var/atom/movable/prize = pick(contents)
|
||||
visible_message("<span class='notice'>[src] dispenses [prize]!</span>", "<span class='notice'>You hear a chime and a clunk.</span>")
|
||||
|
||||
prize.forceMove(get_turf(src))
|
||||
|
||||
/obj/machinery/computer/arcade/emp_act(severity)
|
||||
. = ..()
|
||||
var/override = FALSE
|
||||
if(prize_override)
|
||||
override = TRUE
|
||||
|
||||
if(stat & (NOPOWER|BROKEN) || . & EMP_PROTECT_SELF)
|
||||
return
|
||||
|
||||
var/empprize = null
|
||||
var/num_of_prizes = rand(round(severity/50),round(severity/100))
|
||||
var/num_of_prizes = 0
|
||||
switch(severity)
|
||||
if(1)
|
||||
num_of_prizes = rand(1,4)
|
||||
if(2)
|
||||
num_of_prizes = rand(0,2)
|
||||
for(var/i = num_of_prizes; i > 0; i--)
|
||||
empprize = pickweight(prizes)
|
||||
if(override)
|
||||
empprize = pickweight(prize_override)
|
||||
else
|
||||
empprize = pickweight(GLOB.arcade_prize_pool)
|
||||
new empprize(loc)
|
||||
explosion(loc, -1, 0, 1+num_of_prizes, flame_range = 1+num_of_prizes)
|
||||
|
||||
|
||||
@@ -1,130 +1,399 @@
|
||||
// ** BATTLE ** //
|
||||
|
||||
|
||||
/obj/machinery/computer/arcade/battle
|
||||
name = "arcade machine"
|
||||
desc = "Does not support Pinball."
|
||||
icon_state = "arcade"
|
||||
circuit = /obj/item/circuitboard/computer/arcade/battle
|
||||
var/enemy_name = "Space Villain"
|
||||
var/temp = "Winners don't use space drugs" //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 = FALSE
|
||||
var/blocked = FALSE //Player cannot attack/heal while set
|
||||
var/turtle = 0
|
||||
|
||||
var/turn_speed = 5 //Measured in deciseconds.
|
||||
var/enemy_name = "Space Villain"
|
||||
///Enemy health/attack points
|
||||
var/enemy_hp = 100
|
||||
var/enemy_mp = 40
|
||||
///Temporary message, for attack messages, etc
|
||||
var/temp = "<br><center><h3>Winners don't use space drugs<center><h3>"
|
||||
///the list of passive skill the enemy currently has. the actual passives are added in the enemy_setup() proc
|
||||
var/list/enemy_passive
|
||||
///if all the enemy's weakpoints have been triggered becomes TRUE
|
||||
var/finishing_move = FALSE
|
||||
///linked to passives, when it's equal or above the max_passive finishing move will become TRUE
|
||||
var/pissed_off = 0
|
||||
///the number of passives the enemy will start with
|
||||
var/max_passive = 3
|
||||
///weapon wielded by the enemy, the shotgun doesn't count.
|
||||
var/chosen_weapon
|
||||
|
||||
///Player health
|
||||
var/player_hp = 85
|
||||
///player magic points
|
||||
var/player_mp = 20
|
||||
///used to remember the last three move of the player before this turn.
|
||||
var/list/last_three_move
|
||||
///if the enemy or player died. restart the game when TRUE
|
||||
var/gameover = FALSE
|
||||
///the player cannot make any move while this is set to TRUE. should only TRUE during enemy turns.
|
||||
var/blocked = FALSE
|
||||
///used to clear the enemy_action proc timer when the game is restarted
|
||||
var/timer_id
|
||||
///weapon used by the enemy, pure fluff.for certain actions
|
||||
var/list/weapons
|
||||
///unique to the emag mode, acts as a time limit where the player dies when it reaches 0.
|
||||
var/bomb_cooldown = 19
|
||||
|
||||
///creates the enemy base stats for a new round along with the enemy passives
|
||||
/obj/machinery/computer/arcade/battle/proc/enemy_setup(player_skill)
|
||||
player_hp = 85
|
||||
player_mp = 20
|
||||
enemy_hp = 100
|
||||
enemy_mp = 40
|
||||
gameover = FALSE
|
||||
blocked = FALSE
|
||||
finishing_move = FALSE
|
||||
pissed_off = 0
|
||||
last_three_move = null
|
||||
|
||||
enemy_passive = list("short_temper" = TRUE, "poisonous" = TRUE, "smart" = TRUE, "shotgun" = TRUE, "magical" = TRUE, "chonker" = TRUE)
|
||||
for(var/i = LAZYLEN(enemy_passive); i > max_passive; i--) //we'll remove passives from the list until we have the number of passive we want
|
||||
var/picked_passive = pick(enemy_passive)
|
||||
LAZYREMOVE(enemy_passive, picked_passive)
|
||||
|
||||
if(LAZYACCESS(enemy_passive, "chonker"))
|
||||
enemy_hp += 20
|
||||
|
||||
if(LAZYACCESS(enemy_passive, "shotgun"))
|
||||
chosen_weapon = "shotgun"
|
||||
else if(weapons)
|
||||
chosen_weapon = pick(weapons)
|
||||
else
|
||||
chosen_weapon = "null gun" //if the weapons list is somehow empty, shouldn't happen but runtimes are sneaky bastards.
|
||||
|
||||
if(player_skill)
|
||||
player_hp += player_skill * 2
|
||||
|
||||
/obj/machinery/computer/arcade/battle/Reset()
|
||||
max_passive = 3
|
||||
var/name_action
|
||||
var/name_part1
|
||||
var/name_part2
|
||||
|
||||
name_action = pick("Defeat ", "Annihilate ", "Save ", "Strike ", "Stop ", "Destroy ", "Robust ", "Romance ", "Pwn ", "Own ", "Ban ")
|
||||
if(SSevents.holidays && SSevents.holidays[HALLOWEEN])
|
||||
name_action = pick_list(ARCADE_FILE, "rpg_action_halloween")
|
||||
name_part1 = pick_list(ARCADE_FILE, "rpg_adjective_halloween")
|
||||
name_part2 = pick_list(ARCADE_FILE, "rpg_enemy_halloween")
|
||||
weapons = strings(ARCADE_FILE, "rpg_weapon_halloween")
|
||||
else if(SSevents.holidays && SSevents.holidays[CHRISTMAS])
|
||||
name_action = pick_list(ARCADE_FILE, "rpg_action_xmas")
|
||||
name_part1 = pick_list(ARCADE_FILE, "rpg_adjective_xmas")
|
||||
name_part2 = pick_list(ARCADE_FILE, "rpg_enemy_xmas")
|
||||
weapons = strings(ARCADE_FILE, "rpg_weapon_xmas")
|
||||
else if(SSevents.holidays && SSevents.holidays[VALENTINES])
|
||||
name_action = pick_list(ARCADE_FILE, "rpg_action_valentines")
|
||||
name_part1 = pick_list(ARCADE_FILE, "rpg_adjective_valentines")
|
||||
name_part2 = pick_list(ARCADE_FILE, "rpg_enemy_valentines")
|
||||
weapons = strings(ARCADE_FILE, "rpg_weapon_valentines")
|
||||
else
|
||||
name_action = pick_list(ARCADE_FILE, "rpg_action")
|
||||
name_part1 = pick_list(ARCADE_FILE, "rpg_adjective")
|
||||
name_part2 = pick_list(ARCADE_FILE, "rpg_enemy")
|
||||
weapons = strings(ARCADE_FILE, "rpg_weapon")
|
||||
|
||||
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", "slime", "Griefer", "ERPer", "Lizard Man", "Unicorn", "Bloopers")
|
||||
enemy_name = ("The " + name_part1 + " " + name_part2)
|
||||
name = (name_action + " " + enemy_name)
|
||||
|
||||
enemy_name = replacetext((name_part1 + name_part2), "the ", "")
|
||||
name = (name_action + name_part1 + name_part2)
|
||||
enemy_setup(0) //in the case it's reset we assume the player skill is 0 because the VOID isn't a gamer
|
||||
|
||||
/obj/machinery/computer/arcade/battle/ui_interact(mob/user)
|
||||
. = ..()
|
||||
screen_setup(user)
|
||||
|
||||
///sets up the main screen for the user
|
||||
/obj/machinery/computer/arcade/battle/proc/screen_setup(mob/user)
|
||||
var/dat = "<a href='byond://?src=[REF(src)];close=1'>Close</a>"
|
||||
dat += "<center><h4>[enemy_name]</h4></center>"
|
||||
|
||||
dat += "<br><center><h3>[temp]</h3></center>"
|
||||
dat += "[temp]"
|
||||
dat += "<br><center>Health: [player_hp] | Magic: [player_mp] | Enemy Health: [enemy_hp]</center>"
|
||||
|
||||
if (gameover)
|
||||
dat += "<center><b><a href='byond://?src=[REF(src)];newgame=1'>New Game</a>"
|
||||
else
|
||||
dat += "<center><b><a href='byond://?src=[REF(src)];attack=1'>Attack</a> | "
|
||||
dat += "<a href='byond://?src=[REF(src)];heal=1'>Heal</a> | "
|
||||
dat += "<a href='byond://?src=[REF(src)];charge=1'>Recharge Power</a>"
|
||||
dat += "<center><b><a href='byond://?src=[REF(src)];attack=1'>Light attack</a>"
|
||||
dat += "<center><b><a href='byond://?src=[REF(src)];defend=1'>Defend</a>"
|
||||
dat += "<center><b><a href='byond://?src=[REF(src)];counter_attack=1'>Counter attack</a>"
|
||||
dat += "<center><b><a href='byond://?src=[REF(src)];power_attack=1'>Power attack</a>"
|
||||
|
||||
dat += "</b></center>"
|
||||
var/datum/browser/popup = new(user, "arcade", "Space Villain 2000")
|
||||
popup.set_content(dat)
|
||||
popup.open()
|
||||
if(user.client) //mainly here to avoid a runtime when the player gets gibbed when losing the emag mode.
|
||||
var/datum/browser/popup = new(user, "arcade", "Space Villain 2000")
|
||||
popup.set_content(dat)
|
||||
popup.open()
|
||||
|
||||
/obj/machinery/computer/arcade/battle/Topic(href, href_list)
|
||||
if(..())
|
||||
return
|
||||
var/gamerSkill = 0
|
||||
// if(usr?.mind)
|
||||
// gamerSkill = usr.mind.get_skill_level(/datum/skill/gaming)
|
||||
|
||||
if (!blocked && !gameover)
|
||||
var/attackamt = rand(5,7) + rand(0, gamerSkill)
|
||||
|
||||
if(finishing_move) //time to bonk that fucker,cuban pete will sometime survive a finishing move.
|
||||
attackamt *= 100
|
||||
|
||||
//light attack suck absolute ass but it doesn't cost any MP so it's pretty good to finish an enemy off
|
||||
if (href_list["attack"])
|
||||
blocked = TRUE
|
||||
var/attackamt = rand(2,6)
|
||||
temp = "You attack for [attackamt] damage!"
|
||||
playsound(loc, 'sound/arcade/hit.ogg', 50, TRUE, extrarange = -3)
|
||||
updateUsrDialog()
|
||||
if(turtle > 0)
|
||||
turtle--
|
||||
|
||||
sleep(turn_speed)
|
||||
temp = "<br><center><h3>you do quick jab for [attackamt] of damage!</h3></center>"
|
||||
enemy_hp -= attackamt
|
||||
arcade_action(usr)
|
||||
arcade_action(usr,"attack",attackamt)
|
||||
|
||||
else if (href_list["heal"])
|
||||
blocked = TRUE
|
||||
var/pointamt = rand(1,3)
|
||||
var/healamt = rand(6,8)
|
||||
temp = "You use [pointamt] magic to heal for [healamt] damage!"
|
||||
playsound(loc, 'sound/arcade/heal.ogg', 50, TRUE, extrarange = -3)
|
||||
updateUsrDialog()
|
||||
turtle++
|
||||
//defend lets you gain back MP and take less damage from non magical attack.
|
||||
else if(href_list["defend"])
|
||||
temp = "<br><center><h3>you take a defensive stance and gain back 10 mp!</h3></center>"
|
||||
player_mp += 10
|
||||
arcade_action(usr,"defend",attackamt)
|
||||
playsound(src, 'sound/arcade/mana.ogg', 50, TRUE, extrarange = -3)
|
||||
|
||||
sleep(turn_speed)
|
||||
player_mp -= pointamt
|
||||
player_hp += healamt
|
||||
blocked = TRUE
|
||||
updateUsrDialog()
|
||||
arcade_action(usr)
|
||||
//mainly used to counter short temper and their absurd damage, will deal twice the damage the player took of a non magical attack.
|
||||
else if(href_list["counter_attack"] && player_mp >= 10)
|
||||
temp = "<br><center><h3>you prepare yourself to counter the next attack!</h3></center>"
|
||||
player_mp -= 10
|
||||
arcade_action(usr,"counter_attack",attackamt)
|
||||
playsound(src, 'sound/arcade/mana.ogg', 50, TRUE, extrarange = -3)
|
||||
|
||||
else if (href_list["charge"])
|
||||
blocked = TRUE
|
||||
var/chargeamt = rand(4,7)
|
||||
temp = "You regain [chargeamt] points"
|
||||
playsound(loc, 'sound/arcade/mana.ogg', 50, TRUE, extrarange = -3)
|
||||
player_mp += chargeamt
|
||||
if(turtle > 0)
|
||||
turtle--
|
||||
else if(href_list["counter_attack"] && player_mp < 10)
|
||||
temp = "<br><center><h3>you don't have the mp necessary to counter attack and defend yourself instead</h3></center>"
|
||||
player_mp += 10
|
||||
arcade_action(usr,"defend",attackamt)
|
||||
playsound(src, 'sound/arcade/mana.ogg', 50, TRUE, extrarange = -3)
|
||||
|
||||
updateUsrDialog()
|
||||
sleep(turn_speed)
|
||||
arcade_action(usr)
|
||||
//power attack deals twice the amount of damage but is really expensive MP wise, mainly used with combos to get weakpoints.
|
||||
else if (href_list["power_attack"] && player_mp >= 20)
|
||||
temp = "<br><center><h3>You attack [enemy_name] with all your might for [attackamt * 2] damage!</h3></center>"
|
||||
enemy_hp -= attackamt * 2
|
||||
player_mp -= 20
|
||||
arcade_action(usr,"power_attack",attackamt)
|
||||
|
||||
else if(href_list["power_attack"] && player_mp < 20)
|
||||
temp = "<br><center><h3>You don't have the mp necessary for a power attack and settle for a light attack!</h3></center>"
|
||||
enemy_hp -= attackamt
|
||||
arcade_action(usr,"attack",attackamt)
|
||||
|
||||
if (href_list["close"])
|
||||
usr.unset_machine()
|
||||
usr << browse(null, "window=arcade")
|
||||
|
||||
else if (href_list["newgame"]) //Reset everything
|
||||
temp = "New Round"
|
||||
player_hp = initial(player_hp)
|
||||
player_mp = initial(player_mp)
|
||||
enemy_hp = initial(enemy_hp)
|
||||
enemy_mp = initial(enemy_mp)
|
||||
gameover = FALSE
|
||||
turtle = 0
|
||||
temp = "<br><center><h3>New Round<center><h3>"
|
||||
|
||||
if(obj_flags & EMAGGED)
|
||||
Reset()
|
||||
obj_flags &= ~EMAGGED
|
||||
|
||||
enemy_setup(gamerSkill)
|
||||
screen_setup(usr)
|
||||
|
||||
|
||||
add_fingerprint(usr)
|
||||
updateUsrDialog()
|
||||
return
|
||||
|
||||
/obj/machinery/computer/arcade/battle/proc/arcade_action(mob/user)
|
||||
if ((enemy_mp <= 0) || (enemy_hp <= 0))
|
||||
///happens after a player action and before the enemy turn. the enemy turn will be cancelled if there's a gameover.
|
||||
/obj/machinery/computer/arcade/battle/proc/arcade_action(mob/user,player_stance,attackamt)
|
||||
screen_setup(user)
|
||||
blocked = TRUE
|
||||
if(player_stance == "attack" || player_stance == "power_attack")
|
||||
if(attackamt > 40)
|
||||
playsound(src, 'sound/arcade/boom.ogg', 50, TRUE, extrarange = -3)
|
||||
else
|
||||
playsound(src, 'sound/arcade/hit.ogg', 50, TRUE, extrarange = -3)
|
||||
|
||||
timer_id = addtimer(CALLBACK(src, .proc/enemy_action,player_stance,user),1 SECONDS,TIMER_STOPPABLE)
|
||||
gameover_check(user)
|
||||
|
||||
///the enemy turn, the enemy's action entirely depend on their current passive and a teensy tiny bit of randomness
|
||||
/obj/machinery/computer/arcade/battle/proc/enemy_action(player_stance,mob/user)
|
||||
var/list/list_temp = list()
|
||||
|
||||
switch(LAZYLEN(last_three_move)) //we keep the last three action of the player in a list here
|
||||
if(0 to 2)
|
||||
LAZYADD(last_three_move, player_stance)
|
||||
if(3)
|
||||
for(var/i in 1 to 2)
|
||||
last_three_move[i] = last_three_move[i + 1]
|
||||
last_three_move[3] = player_stance
|
||||
|
||||
if(4 to INFINITY)
|
||||
last_three_move = null //this shouldn't even happen but we empty the list if it somehow goes above 3
|
||||
|
||||
var/enemy_stance
|
||||
var/attack_amount = rand(8,10) //making the attack amount not vary too much so that it's easier to see if the enemy has a shotgun
|
||||
|
||||
if(player_stance == "defend")
|
||||
attack_amount -= 5
|
||||
|
||||
//if emagged, cuban pete will set up a bomb acting up as a timer. when it reaches 0 the player fucking dies
|
||||
if(obj_flags & EMAGGED)
|
||||
switch(bomb_cooldown--)
|
||||
if(18)
|
||||
list_temp += "<br><center><h3>[enemy_name] takes two valve tank and links them together, what's he planning?<center><h3>"
|
||||
if(15)
|
||||
list_temp += "<br><center><h3>[enemy_name] adds a remote control to the tan- ho god is that a bomb?<center><h3>"
|
||||
if(12)
|
||||
list_temp += "<br><center><h3>[enemy_name] throws the bomb next to you, you'r too scared to pick it up. <center><h3>"
|
||||
if(6)
|
||||
list_temp += "<br><center><h3>[enemy_name]'s hand brushes the remote linked to the bomb, your heart skipped a beat. <center><h3>"
|
||||
if(2)
|
||||
list_temp += "<br><center><h3>[enemy_name] is going to press the button! It's now or never! <center><h3>"
|
||||
if(0)
|
||||
player_hp -= attack_amount * 1000 //hey it's a maxcap we might as well go all in
|
||||
|
||||
//yeah I used the shotgun as a passive, you know why? because the shotgun gives +5 attack which is pretty good
|
||||
if(LAZYACCESS(enemy_passive, "shotgun"))
|
||||
if(weakpoint_check("shotgun","defend","defend","power_attack"))
|
||||
list_temp += "<br><center><h3>You manage to disarm [enemy_name] with a surprise power attack and shoot him with his shotgun until it runs out of ammo! <center><h3> "
|
||||
enemy_hp -= 10
|
||||
chosen_weapon = "empty shotgun"
|
||||
else
|
||||
attack_amount += 5
|
||||
|
||||
//heccing chonker passive, only gives more HP at the start of a new game but has one of the hardest weakpoint to trigger.
|
||||
if(LAZYACCESS(enemy_passive, "chonker"))
|
||||
if(weakpoint_check("chonker","power_attack","power_attack","power_attack"))
|
||||
list_temp += "<br><center><h3>After a lot of power attacks you manage to tip over [enemy_name] as they fall over their enormous weight<center><h3> "
|
||||
enemy_hp -= 30
|
||||
|
||||
//smart passive trait, mainly works in tandem with other traits, makes the enemy unable to be counter_attacked
|
||||
if(LAZYACCESS(enemy_passive, "smart"))
|
||||
if(weakpoint_check("smart","defend","defend","attack"))
|
||||
list_temp += "<br><center><h3>[enemy_name] is confused by your illogical strategy!<center><h3> "
|
||||
attack_amount -= 5
|
||||
|
||||
else if(attack_amount >= player_hp)
|
||||
player_hp -= attack_amount
|
||||
list_temp += "<br><center><h3>[enemy_name] figures out you are really close to death and finishes you off with their [chosen_weapon]!<center><h3>"
|
||||
enemy_stance = "attack"
|
||||
|
||||
else if(player_stance == "counter_attack")
|
||||
list_temp += "<br><center><h3>[enemy_name] is not taking your bait. <center><h3> "
|
||||
if(LAZYACCESS(enemy_passive, "short_temper"))
|
||||
list_temp += "However controlling their hatred of you still takes a toll on their mental and physical health!"
|
||||
enemy_hp -= 5
|
||||
enemy_mp -= 5
|
||||
enemy_stance = "defensive"
|
||||
|
||||
//short temper passive trait, gets easily baited into being counter attacked but will bypass your counter when low on HP
|
||||
if(LAZYACCESS(enemy_passive, "short_temper"))
|
||||
if(weakpoint_check("short_temper","counter_attack","counter_attack","counter_attack"))
|
||||
list_temp += "<br><center><h3>[enemy_name] is getting frustrated at all your counter attacks and throws a tantrum!<center><h3>"
|
||||
enemy_hp -= attack_amount
|
||||
|
||||
else if(player_stance == "counter_attack")
|
||||
if(!(LAZYACCESS(enemy_passive, "smart")) && enemy_hp > 30)
|
||||
list_temp += "<br><center><h3>[enemy_name] took the bait and allowed you to counter attack for [attack_amount * 2] damage!<center><h3>"
|
||||
player_hp -= attack_amount
|
||||
enemy_hp -= attack_amount * 2
|
||||
enemy_stance = "attack"
|
||||
|
||||
else if(enemy_hp <= 30) //will break through the counter when low enough on HP even when smart.
|
||||
list_temp += "<br><center><h3>[enemy_name] is getting tired of your tricks and breaks through your counter with their [chosen_weapon]!<center><h3>"
|
||||
player_hp -= attack_amount
|
||||
enemy_stance = "attack"
|
||||
|
||||
else if(!enemy_stance)
|
||||
var/added_temp
|
||||
|
||||
if(rand())
|
||||
added_temp = "you for [attack_amount + 5] damage!"
|
||||
player_hp -= attack_amount + 5
|
||||
enemy_stance = "attack"
|
||||
else
|
||||
added_temp = "the wall, breaking their skull in the process and losing [attack_amount] hp!" //[enemy_name] you have a literal dent in your skull
|
||||
enemy_hp -= attack_amount
|
||||
enemy_stance = "attack"
|
||||
|
||||
list_temp += "<br><center><h3>[enemy_name] grits their teeth and charge right into [added_temp]<center><h3>"
|
||||
|
||||
//in the case none of the previous passive triggered, Mainly here to set an enemy stance for passives that needs it like the magical passive.
|
||||
if(!enemy_stance)
|
||||
enemy_stance = pick("attack","defensive")
|
||||
if(enemy_stance == "attack")
|
||||
player_hp -= attack_amount
|
||||
list_temp += "<br><center><h3>[enemy_name] attacks you for [attack_amount] points of damage with their [chosen_weapon]<center><h3>"
|
||||
if(player_stance == "counter_attack")
|
||||
enemy_hp -= attack_amount * 2
|
||||
list_temp += "<br><center><h3>You counter [enemy_name]'s attack and deal [attack_amount * 2] points of damage!<center><h3>"
|
||||
|
||||
if(enemy_stance == "defensive" && enemy_mp < 15)
|
||||
list_temp += "<br><center><h3>[enemy_name] take some time to get some mp back!<center><h3> "
|
||||
enemy_mp += attack_amount
|
||||
|
||||
else if (enemy_stance == "defensive" && enemy_mp >= 15 && !(LAZYACCESS(enemy_passive, "magical")))
|
||||
list_temp += "<br><center><h3>[enemy_name] quickly heal themselves for 5 hp!<center><h3> "
|
||||
enemy_mp -= 15
|
||||
enemy_hp += 5
|
||||
|
||||
//magical passive trait, recharges MP nearly every turn it's not blasting you with magic.
|
||||
if(LAZYACCESS(enemy_passive, "magical"))
|
||||
if(player_mp >= 50)
|
||||
list_temp += "<br><center><h3>the huge amount of magical energy you have acumulated throws [enemy_name] off balance!<center><h3>"
|
||||
enemy_mp = 0
|
||||
LAZYREMOVE(enemy_passive, "magical")
|
||||
pissed_off++
|
||||
|
||||
else if(LAZYACCESS(enemy_passive, "smart") && player_stance == "counter_attack" && enemy_mp >= 20)
|
||||
list_temp += "<br><center><h3>[enemy_name] blasts you with magic from afar for 10 points of damage before you can counter!<center><h3>"
|
||||
player_hp -= 10
|
||||
enemy_mp -= 20
|
||||
|
||||
else if(enemy_hp >= 20 && enemy_mp >= 40 && enemy_stance == "defensive")
|
||||
list_temp += "<br><center><h3>[enemy_name] Blasts you with magic from afar!<center><h3>"
|
||||
enemy_mp -= 40
|
||||
player_hp -= 30
|
||||
enemy_stance = "attack"
|
||||
|
||||
else if(enemy_hp < 20 && enemy_mp >= 20 && enemy_stance == "defensive") //it's a pretty expensive spell so they can't spam it that much
|
||||
list_temp += "<br><center><h3>[enemy_name] heal themselves with magic and gain back 20 hp!<center><h3>"
|
||||
enemy_hp += 20
|
||||
enemy_mp -= 30
|
||||
else
|
||||
list_temp += "<br><center><h3>[enemy_name]'s magical nature lets them get some mp back!<center><h3>"
|
||||
enemy_mp += attack_amount
|
||||
|
||||
//poisonous passive trait, while it's less damage added than the shotgun it acts up even when the enemy doesn't attack at all.
|
||||
if(LAZYACCESS(enemy_passive, "poisonous"))
|
||||
if(weakpoint_check("poisonous","attack","attack","attack"))
|
||||
list_temp += "<br><center><h3>your flurry of attack throws back the poisonnous gas at [enemy_name] and makes them choke on it!<center><h3> "
|
||||
enemy_hp -= 5
|
||||
else
|
||||
list_temp += "<br><center><h3>the stinky breath of [enemy_name] hurts you for 3 hp!<center><h3> "
|
||||
player_hp -= 3
|
||||
|
||||
//if all passive's weakpoint have been triggered, set finishing_move to TRUE
|
||||
if(pissed_off >= max_passive && !finishing_move)
|
||||
list_temp += "<br><center><h3>You have weakened [enemy_name] enough for them to show their weak point, you will do 10 times as much damage with your next attack!<center><h3> "
|
||||
finishing_move = TRUE
|
||||
|
||||
playsound(src, 'sound/arcade/heal.ogg', 50, TRUE, extrarange = -3)
|
||||
|
||||
temp = list_temp.Join()
|
||||
gameover_check(user)
|
||||
screen_setup(user)
|
||||
blocked = FALSE
|
||||
|
||||
|
||||
/obj/machinery/computer/arcade/battle/proc/gameover_check(mob/user)
|
||||
var/xp_gained = 0
|
||||
if(enemy_hp <= 0)
|
||||
if(!gameover)
|
||||
if(timer_id)
|
||||
deltimer(timer_id)
|
||||
timer_id = null
|
||||
if(player_hp <= 0)
|
||||
player_hp = 1 //let's just pretend the enemy didn't kill you so not both the player and enemy look dead.
|
||||
gameover = TRUE
|
||||
temp = "[enemy_name] has fallen! Rejoice!"
|
||||
playsound(loc, 'sound/arcade/win.ogg', 50, TRUE, extrarange = -3)
|
||||
blocked = FALSE
|
||||
temp = "<br><center><h3>[enemy_name] has fallen! Rejoice!<center><h3>"
|
||||
playsound(loc, 'sound/arcade/win.ogg', 50, TRUE)
|
||||
|
||||
if(obj_flags & EMAGGED)
|
||||
new /obj/effect/spawner/newbomb/timer/syndicate(loc)
|
||||
@@ -133,78 +402,76 @@
|
||||
log_game("[key_name(usr)] has outbombed Cuban Pete and been awarded a bomb.")
|
||||
Reset()
|
||||
obj_flags &= ~EMAGGED
|
||||
xp_gained += 100
|
||||
else
|
||||
prizevend(user)
|
||||
xp_gained += 50
|
||||
SSblackbox.record_feedback("nested tally", "arcade_results", 1, list("win", (obj_flags & EMAGGED ? "emagged":"normal")))
|
||||
|
||||
|
||||
else if ((obj_flags & EMAGGED) && (turtle >= 4))
|
||||
var/boomamt = rand(5,10)
|
||||
temp = "[enemy_name] throws a bomb, exploding you for [boomamt] damage!"
|
||||
playsound(loc, 'sound/arcade/boom.ogg', 50, TRUE, extrarange = -3)
|
||||
player_hp -= boomamt
|
||||
|
||||
else if ((enemy_mp <= 5) && (prob(70)))
|
||||
var/stealamt = rand(2,3)
|
||||
temp = "[enemy_name] steals [stealamt] of your power!"
|
||||
playsound(loc, 'sound/arcade/steal.ogg', 50, TRUE, extrarange = -3)
|
||||
player_mp -= stealamt
|
||||
updateUsrDialog()
|
||||
|
||||
if (player_mp <= 0)
|
||||
gameover = TRUE
|
||||
sleep(turn_speed)
|
||||
temp = "You have been drained! GAME OVER"
|
||||
playsound(loc, 'sound/arcade/lose.ogg', 50, TRUE, extrarange = -3)
|
||||
if(obj_flags & EMAGGED)
|
||||
usr.gib()
|
||||
SSblackbox.record_feedback("nested tally", "arcade_results", 1, list("loss", "mana", (obj_flags & EMAGGED ? "emagged":"normal")))
|
||||
|
||||
else if ((enemy_hp <= 10) && (enemy_mp > 4))
|
||||
temp = "[enemy_name] heals for 4 health!"
|
||||
playsound(loc, 'sound/arcade/heal.ogg', 50, TRUE, extrarange = -3)
|
||||
enemy_hp += 4
|
||||
enemy_mp -= 4
|
||||
|
||||
else
|
||||
var/attackamt = rand(3,6)
|
||||
temp = "[enemy_name] attacks for [attackamt] damage!"
|
||||
playsound(loc, 'sound/arcade/hit.ogg', 50, TRUE, extrarange = -3)
|
||||
player_hp -= attackamt
|
||||
|
||||
if ((player_mp <= 0) || (player_hp <= 0))
|
||||
else if(player_hp <= 0)
|
||||
if(timer_id)
|
||||
deltimer(timer_id)
|
||||
timer_id = null
|
||||
gameover = TRUE
|
||||
temp = "You have been crushed! GAME OVER"
|
||||
playsound(loc, 'sound/arcade/lose.ogg', 50, TRUE, extrarange = -3)
|
||||
temp = "<br><center><h3>You have been crushed! GAME OVER<center><h3>"
|
||||
playsound(loc, 'sound/arcade/lose.ogg', 50, TRUE)
|
||||
xp_gained += 10//pity points
|
||||
if(obj_flags & EMAGGED)
|
||||
usr.gib()
|
||||
var/mob/living/living_user = user
|
||||
if (istype(living_user))
|
||||
living_user.gib()
|
||||
SSblackbox.record_feedback("nested tally", "arcade_results", 1, list("loss", "hp", (obj_flags & EMAGGED ? "emagged":"normal")))
|
||||
|
||||
blocked = FALSE
|
||||
return
|
||||
// if(gameover)
|
||||
// user?.mind?.adjust_experience(/datum/skill/gaming, xp_gained+1)//always gain at least 1 point of XP
|
||||
|
||||
|
||||
///used to check if the last three move of the player are the one we want in the right order and if the passive's weakpoint has been triggered yet
|
||||
/obj/machinery/computer/arcade/battle/proc/weakpoint_check(passive,first_move,second_move,third_move)
|
||||
if(LAZYLEN(last_three_move) < 3)
|
||||
return FALSE
|
||||
|
||||
if(last_three_move[1] == first_move && last_three_move[2] == second_move && last_three_move[3] == third_move && LAZYACCESS(enemy_passive, passive))
|
||||
LAZYREMOVE(enemy_passive, passive)
|
||||
pissed_off++
|
||||
return TRUE
|
||||
else
|
||||
return FALSE
|
||||
|
||||
|
||||
/obj/machinery/computer/arcade/battle/Destroy()
|
||||
enemy_passive = null
|
||||
weapons = null
|
||||
last_three_move = null
|
||||
return ..() //well boys we did it, lists are no more
|
||||
|
||||
/obj/machinery/computer/arcade/battle/examine_more(mob/user)
|
||||
to_chat(user, "<span class='notice'>Scribbled on the side of the Arcade Machine you notice some writing...\
|
||||
\nmagical -> >=50 power\
|
||||
\nsmart -> defend, defend, light attack\
|
||||
\nshotgun -> defend, defend, power attack\
|
||||
\nshort temper -> counter, counter, counter\
|
||||
\npoisonous -> light attack, light attack, light attack\
|
||||
\nchonker -> power attack, power attack, power attack</span>")
|
||||
return ..()
|
||||
var/list/msg = list("<span class='notice'><i>You notice some writing scribbled on the side of [src]...</i></span>")
|
||||
msg += "\t<span class='info'>smart -> defend, defend, light attack</span>"
|
||||
msg += "\t<span class='info'>shotgun -> defend, defend, power attack</span>"
|
||||
msg += "\t<span class='info'>short temper -> counter, counter, counter</span>"
|
||||
msg += "\t<span class='info'>poisonous -> light attack, light attack, light attack</span>"
|
||||
msg += "\t<span class='info'>chonker -> power attack, power attack, power attack</span>"
|
||||
return msg
|
||||
|
||||
/obj/machinery/computer/arcade/battle/emag_act(mob/user)
|
||||
. = ..()
|
||||
if(obj_flags & EMAGGED)
|
||||
return
|
||||
|
||||
to_chat(user, "<span class='warning'>A mesmerizing Rhumba beat starts playing from the arcade machine's speakers!</span>")
|
||||
temp = "If you die in the game, you die for real!"
|
||||
player_hp = 30
|
||||
player_mp = 10
|
||||
enemy_hp = 45
|
||||
enemy_mp = 20
|
||||
temp = "<br><center><h2>If you die in the game, you die for real!<center><h2>"
|
||||
max_passive = 6
|
||||
bomb_cooldown = 18
|
||||
var/gamerSkill = 0
|
||||
// if(usr?.mind)
|
||||
// gamerSkill = usr.mind.get_skill_level(/datum/skill/gaming)
|
||||
enemy_setup(gamerSkill)
|
||||
enemy_hp += 100 //extra HP just to make cuban pete even more bullshit
|
||||
player_hp += 30 //the player will also get a few extra HP in order to have a fucking chance
|
||||
|
||||
screen_setup(user)
|
||||
gameover = FALSE
|
||||
blocked = FALSE
|
||||
|
||||
obj_flags |= EMAGGED
|
||||
|
||||
|
||||
@@ -268,7 +268,7 @@
|
||||
visible_message("<span class='notice'>[src] dispenses [itemname]!</span>", "<span class='notice'>You hear a chime and a clunk.</span>")
|
||||
DISABLE_BITFIELD(obj_flags, EMAGGED)
|
||||
else
|
||||
var/dope_prizes = (area >= 480) ? list(ARCADE_WEIGHT_RARE) : (area >= 256) ? list(ARCADE_WEIGHT_RARE, ARCADE_WEIGHT_TRICK) : null
|
||||
var/dope_prizes = (area >= 480) ? 6 : (area >= 256) ? 4 : 2
|
||||
prizevend(user, dope_prizes)
|
||||
|
||||
if(game_status == MINESWEEPER_GAME_WON)
|
||||
@@ -311,12 +311,12 @@
|
||||
var/new_rows = input(user, "How many rows do you want? (Minimum: 4, Maximum: 30)", "Minesweeper Rows") as null|num
|
||||
if(!new_rows || !user.canUseTopic(src, !hasSiliconAccessInArea(user)))
|
||||
return FALSE
|
||||
new_rows = clamp(new_rows + 1, 4, 30)
|
||||
new_rows = clamp(new_rows + 1, 4, 20)
|
||||
playsound(loc, 'sound/arcade/minesweeper_menuselect.ogg', 50, FALSE, extrarange = -3)
|
||||
var/new_columns = input(user, "How many columns do you want? (Minimum: 4, Maximum: 50)", "Minesweeper Squares") as null|num
|
||||
if(!new_columns || !user.canUseTopic(src, !hasSiliconAccessInArea(user)))
|
||||
return FALSE
|
||||
new_columns = clamp(new_columns + 1, 4, 50)
|
||||
new_columns = clamp(new_columns + 1, 4, 30)
|
||||
playsound(loc, 'sound/arcade/minesweeper_menuselect.ogg', 50, FALSE, extrarange = -3)
|
||||
var/grid_area = (new_rows - 1) * (new_columns - 1)
|
||||
var/lower_limit = round(grid_area*0.156)
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
icon_state = "arcade"
|
||||
circuit = /obj/item/circuitboard/computer/arcade/amputation
|
||||
|
||||
/obj/machinery/computer/arcade/amputation/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
|
||||
/obj/machinery/computer/arcade/amputation/on_attack_hand(mob/user)
|
||||
if(!iscarbon(user))
|
||||
return
|
||||
var/mob/living/carbon/c_user = user
|
||||
@@ -24,8 +24,13 @@
|
||||
var/obj/item/bodypart/chopchop = c_user.get_bodypart(which_hand)
|
||||
chopchop.dismember()
|
||||
qdel(chopchop)
|
||||
playsound(loc, 'sound/arcade/win.ogg', 50, TRUE, extrarange = -3)
|
||||
for(var/i=1; i<=rand(3,5); i++)
|
||||
prizevend(user)
|
||||
// user.mind?.adjust_experience(/datum/skill/gaming, 100)
|
||||
playsound(loc, 'sound/arcade/win.ogg', 50, TRUE)
|
||||
prizevend(user, rand(3,5))
|
||||
else
|
||||
to_chat(c_user, "<span class='notice'>You (wisely) decide against putting your hand in the machine.</span>")
|
||||
|
||||
/obj/machinery/computer/arcade/amputation/festive //dispenses wrapped gifts instead of arcade prizes, also known as the ancap christmas tree
|
||||
name = "Mediborg's Festive Amputation Adventure"
|
||||
desc = "A picture of a blood-soaked medical cyborg wearing a Santa hat flashes on the screen. The mediborg has a speech bubble that says, \"Put your hand in the machine if you aren't a <b>coward!</b>\""
|
||||
prize_override = list(/obj/item/a_gift/anything = 1)
|
||||
|
||||
@@ -1,5 +1,3 @@
|
||||
|
||||
|
||||
// *** THE ORION TRAIL ** //
|
||||
|
||||
#define ORION_TRAIL_WINTURN 9
|
||||
@@ -15,6 +13,8 @@
|
||||
#define ORION_TRAIL_COLLISION "Collision"
|
||||
#define ORION_TRAIL_SPACEPORT "Spaceport"
|
||||
#define ORION_TRAIL_BLACKHOLE "BlackHole"
|
||||
#define ORION_TRAIL_OLDSHIP "Old Ship"
|
||||
#define ORION_TRAIL_SEARCH "Old Ship Search"
|
||||
|
||||
#define ORION_STATUS_START 1
|
||||
#define ORION_STATUS_NORMAL 2
|
||||
@@ -44,7 +44,8 @@
|
||||
ORION_TRAIL_LING = 3,
|
||||
ORION_TRAIL_MALFUNCTION = 2,
|
||||
ORION_TRAIL_COLLISION = 1,
|
||||
ORION_TRAIL_SPACEPORT = 2
|
||||
ORION_TRAIL_SPACEPORT = 2,
|
||||
ORION_TRAIL_OLDSHIP = 2
|
||||
)
|
||||
var/list/stops = list()
|
||||
var/list/stopblurbs = list()
|
||||
@@ -55,13 +56,27 @@
|
||||
var/gameStatus = ORION_STATUS_START
|
||||
var/canContinueEvent = 0
|
||||
|
||||
var/obj/item/radio/Radio
|
||||
var/list/gamers = list()
|
||||
var/killed_crew = 0
|
||||
|
||||
|
||||
/obj/machinery/computer/arcade/orion_trail/Initialize()
|
||||
. = ..()
|
||||
Radio = new /obj/item/radio(src)
|
||||
Radio.listening = 0
|
||||
|
||||
/obj/machinery/computer/arcade/orion_trail/Destroy()
|
||||
QDEL_NULL(Radio)
|
||||
return ..()
|
||||
|
||||
/obj/machinery/computer/arcade/orion_trail/kobayashi
|
||||
name = "Kobayashi Maru control computer"
|
||||
desc = "A test for cadets"
|
||||
icon = 'icons/obj/machines/particle_accelerator.dmi'
|
||||
icon_state = "control_boxp"
|
||||
events = list("Raiders" = 3, "Interstellar Flux" = 1, "Illness" = 3, "Breakdown" = 2, "Malfunction" = 2, "Collision" = 1, "Spaceport" = 2)
|
||||
prizes = list(/obj/item/paper/fluff/holodeck/trek_diploma = 1)
|
||||
prize_override = list(/obj/item/paper/fluff/holodeck/trek_diploma = 1)
|
||||
settlers = list("Kirk","Worf","Gene")
|
||||
|
||||
/obj/machinery/computer/arcade/orion_trail/Reset()
|
||||
@@ -96,14 +111,52 @@
|
||||
event = null
|
||||
gameStatus = ORION_STATUS_NORMAL
|
||||
lings_aboard = 0
|
||||
killed_crew = 0
|
||||
|
||||
//spaceport junk
|
||||
spaceport_raided = 0
|
||||
spaceport_freebie = 0
|
||||
last_spaceport_action = ""
|
||||
|
||||
/obj/machinery/computer/arcade/orion_trail/ui_interact(mob/user)
|
||||
/obj/machinery/computer/arcade/orion_trail/proc/report_player(mob/gamer)
|
||||
if(gamers[gamer] == -2)
|
||||
return // enough harassing them
|
||||
|
||||
if(gamers[gamer] == -1)
|
||||
say("WARNING: Continued antisocial behavior detected: Dispensing self-help literature.")
|
||||
new /obj/item/paper/pamphlet/violent_video_games(drop_location())
|
||||
gamers[gamer]--
|
||||
return
|
||||
|
||||
if(!(gamer in gamers))
|
||||
gamers[gamer] = 0
|
||||
|
||||
gamers[gamer]++ // How many times the player has 'prestiged' (massacred their crew)
|
||||
|
||||
if(gamers[gamer] > 2 && prob(20 * gamers[gamer]))
|
||||
|
||||
Radio.set_frequency(FREQ_SECURITY)
|
||||
Radio.talk_into(src, "SECURITY ALERT: Crewmember [gamer] recorded displaying antisocial tendencies in [get_area(src)]. Please watch for violent behavior.", FREQ_SECURITY)
|
||||
|
||||
Radio.set_frequency(FREQ_MEDICAL)
|
||||
Radio.talk_into(src, "PSYCH ALERT: Crewmember [gamer] recorded displaying antisocial tendencies in [get_area(src)]. Please schedule psych evaluation.", FREQ_MEDICAL)
|
||||
|
||||
gamers[gamer] = -1
|
||||
|
||||
gamer.client.give_award(/datum/award/achievement/misc/gamer, gamer) // PSYCH REPORT NOTE: patient kept rambling about how they did it for an "achievement", recommend continued holding for observation
|
||||
// gamer.mind?.adjust_experience(/datum/skill/gaming, 50) // cheevos make u better
|
||||
|
||||
if(!isnull(GLOB.data_core.general))
|
||||
for(var/datum/data/record/R in GLOB.data_core.general)
|
||||
if(R.fields["name"] == gamer.name)
|
||||
R.fields["m_stat"] = "*Unstable*"
|
||||
return
|
||||
|
||||
/obj/machinery/computer/arcade/orion_trail/ui_interact(mob/_user)
|
||||
. = ..()
|
||||
if (!isliving(_user))
|
||||
return
|
||||
var/mob/living/user = _user
|
||||
if(fuel <= 0 || food <=0 || settlers.len == 0)
|
||||
gameStatus = ORION_STATUS_GAMEOVER
|
||||
event = null
|
||||
@@ -136,6 +189,8 @@
|
||||
desc = "Learn how our ancestors got to Orion, and have fun in the process!"
|
||||
|
||||
dat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];menu=1'>May They Rest In Peace</a></P>"
|
||||
// user?.mind?.adjust_experience(/datum/skill/gaming, 10)//learning from your mistakes is the first rule of roguelikes
|
||||
|
||||
else if(event)
|
||||
dat = eventdat
|
||||
else if(gameStatus == ORION_STATUS_NORMAL)
|
||||
@@ -174,20 +229,32 @@
|
||||
return
|
||||
busy = TRUE
|
||||
|
||||
// var/gamerSkillLevel = 0
|
||||
var/gamerSkill = 0
|
||||
var/gamerSkillRands = 0
|
||||
|
||||
// if(usr?.mind)
|
||||
// gamerSkillLevel = usr.mind.get_skill_level(/datum/skill/gaming)
|
||||
// gamerSkill = usr.mind.get_skill_modifier(/datum/skill/gaming, SKILL_PROBS_MODIFIER)
|
||||
// gamerSkillRands = usr.mind.get_skill_modifier(/datum/skill/gaming, SKILL_RANDS_MODIFIER)
|
||||
|
||||
|
||||
var/xp_gained = 0
|
||||
if (href_list["continue"]) //Continue your travels
|
||||
if(gameStatus == ORION_STATUS_NORMAL && !event && turns != 7)
|
||||
if(turns >= ORION_TRAIL_WINTURN)
|
||||
win(usr)
|
||||
xp_gained += 34
|
||||
else
|
||||
food -= (alive+lings_aboard)*2
|
||||
fuel -= 5
|
||||
if(turns == 2 && prob(30))
|
||||
if(turns == 2 && prob(30-gamerSkill))
|
||||
event = ORION_TRAIL_COLLISION
|
||||
event()
|
||||
else if(prob(75))
|
||||
else if(prob(75-gamerSkill))
|
||||
event = pickweight(events)
|
||||
if(lings_aboard)
|
||||
if(event == ORION_TRAIL_LING || prob(55))
|
||||
if(event == ORION_TRAIL_LING || prob(55-gamerSkill))
|
||||
event = ORION_TRAIL_LING_ATTACK
|
||||
event()
|
||||
turns += 1
|
||||
@@ -195,15 +262,18 @@
|
||||
var/mob/living/carbon/M = usr //for some vars
|
||||
switch(event)
|
||||
if(ORION_TRAIL_RAIDERS)
|
||||
if(prob(50))
|
||||
if(prob(50-gamerSkill))
|
||||
to_chat(usr, "<span class='userdanger'>You hear battle shouts. The tramping of boots on cold metal. Screams of agony. The rush of venting air. Are you going insane?</span>")
|
||||
M.hallucination += 30
|
||||
else
|
||||
to_chat(usr, "<span class='userdanger'>Something strikes you from behind! It hurts like hell and feel like a blunt weapon, but nothing is there...</span>")
|
||||
M.take_bodypart_damage(30)
|
||||
playsound(loc, 'sound/weapons/genhit2.ogg', 100, 1)
|
||||
playsound(loc, 'sound/weapons/genhit2.ogg', 100, TRUE)
|
||||
if(ORION_TRAIL_ILLNESS)
|
||||
var/severity = rand(1,3) //pray to RNGesus. PRAY, PIGS
|
||||
var/maxSeverity = 3
|
||||
// if(gamerSkillLevel >= SKILL_LEVEL_EXPERT)
|
||||
// maxSeverity = 2 //part of gitting gud is rng mitigation
|
||||
var/severity = rand(1,maxSeverity) //pray to RNGesus. PRAY, PIGS
|
||||
if(severity == 1)
|
||||
to_chat(M, "<span class='userdanger'>You suddenly feel slightly nauseated.</span>" )
|
||||
if(severity == 2)
|
||||
@@ -215,16 +285,16 @@
|
||||
sleep(30)
|
||||
M.vomit(10, distance = 5)
|
||||
if(ORION_TRAIL_FLUX)
|
||||
if(prob(75))
|
||||
if(prob(75-gamerSkill))
|
||||
M.DefaultCombatKnockdown(60)
|
||||
say("A sudden gust of powerful wind slams [M] into the floor!")
|
||||
M.take_bodypart_damage(25)
|
||||
playsound(loc, 'sound/weapons/genhit.ogg', 100, 1)
|
||||
playsound(loc, 'sound/weapons/genhit.ogg', 100, TRUE)
|
||||
else
|
||||
to_chat(M, "<span class='userdanger'>A violent gale blows past you, and you barely manage to stay standing!</span>")
|
||||
if(ORION_TRAIL_COLLISION) //by far the most damaging event
|
||||
if(prob(90))
|
||||
playsound(loc, 'sound/effects/bang.ogg', 100, 1)
|
||||
if(prob(90-gamerSkill))
|
||||
playsound(loc, 'sound/effects/bang.ogg', 100, TRUE)
|
||||
var/turf/open/floor/F
|
||||
for(F in orange(1, src))
|
||||
F.ScrapeAway()
|
||||
@@ -232,15 +302,15 @@
|
||||
if(hull)
|
||||
sleep(10)
|
||||
say("A new floor suddenly appears around [src]. What the hell?")
|
||||
playsound(loc, 'sound/weapons/genhit.ogg', 100, 1)
|
||||
playsound(loc, 'sound/weapons/genhit.ogg', 100, TRUE)
|
||||
var/turf/open/space/T
|
||||
for(T in orange(1, src))
|
||||
T.PlaceOnTop(/turf/open/floor/plating)
|
||||
else
|
||||
say("Something slams into the floor around [src] - luckily, it didn't get through!")
|
||||
playsound(loc, 'sound/effects/bang.ogg', 50, 1)
|
||||
playsound(loc, 'sound/effects/bang.ogg', 50, TRUE)
|
||||
if(ORION_TRAIL_MALFUNCTION)
|
||||
playsound(loc, 'sound/effects/empulse.ogg', 50, 1)
|
||||
playsound(loc, 'sound/effects/empulse.ogg', 50, TRUE)
|
||||
visible_message("<span class='danger'>[src] malfunctions, randomizing in-game stats!</span>")
|
||||
var/oldfood = food
|
||||
var/oldfuel = fuel
|
||||
@@ -254,7 +324,7 @@
|
||||
audible_message("<span class='danger'>[src] lets out a somehow ominous chime.</span>")
|
||||
food = oldfood
|
||||
fuel = oldfuel
|
||||
playsound(loc, 'sound/machines/chime.ogg', 50, 1)
|
||||
playsound(loc, 'sound/machines/chime.ogg', 50, TRUE)
|
||||
|
||||
else if(href_list["newgame"]) //Reset everything
|
||||
if(gameStatus == ORION_STATUS_START)
|
||||
@@ -266,6 +336,10 @@
|
||||
food = 80
|
||||
fuel = 60
|
||||
settlers = list("Harry","Larry","Bob")
|
||||
else if(href_list["search"]) //search old ship
|
||||
if(event == ORION_TRAIL_OLDSHIP)
|
||||
event = ORION_TRAIL_SEARCH
|
||||
event()
|
||||
else if(href_list["slow"]) //slow down
|
||||
if(event == ORION_TRAIL_FLUX)
|
||||
food -= (alive+lings_aboard)*2
|
||||
@@ -302,11 +376,11 @@
|
||||
event = null
|
||||
else if(href_list["blackhole"]) //keep speed past a black hole
|
||||
if(turns == 7)
|
||||
if(prob(75))
|
||||
if(prob(75-gamerSkill))
|
||||
event = ORION_TRAIL_BLACKHOLE
|
||||
event()
|
||||
if(obj_flags & EMAGGED)
|
||||
playsound(loc, 'sound/effects/supermatter.ogg', 100, 1)
|
||||
playsound(loc, 'sound/effects/supermatter.ogg', 100, TRUE)
|
||||
say("A miniature black hole suddenly appears in front of [src], devouring [usr] alive!")
|
||||
if(isliving(usr))
|
||||
var/mob/living/L = usr
|
||||
@@ -328,22 +402,29 @@
|
||||
else if(href_list["killcrew"]) //shoot a crewmember
|
||||
if(gameStatus == ORION_STATUS_NORMAL || event == ORION_TRAIL_LING)
|
||||
var/sheriff = remove_crewmember() //I shot the sheriff
|
||||
playsound(loc,'sound/weapons/gunshot.ogg', 100, 1)
|
||||
playsound(loc,'sound/weapons/gunshot.ogg', 100, TRUE)
|
||||
killed_crew++
|
||||
|
||||
var/mob/living/user = usr
|
||||
|
||||
if(settlers.len == 0 || alive == 0)
|
||||
say("The last crewmember [sheriff], shot themselves, GAME OVER!")
|
||||
if(obj_flags & EMAGGED)
|
||||
usr.death(0)
|
||||
obj_flags &= EMAGGED
|
||||
user.death(FALSE)
|
||||
gameStatus = ORION_STATUS_GAMEOVER
|
||||
event = null
|
||||
|
||||
if(killed_crew >= 4)
|
||||
xp_gained -= 15//no cheating by spamming game overs
|
||||
report_player(usr)
|
||||
else if(obj_flags & EMAGGED)
|
||||
if(usr.name == sheriff)
|
||||
say("The crew of the ship chose to kill [usr.name]!")
|
||||
usr.death(0)
|
||||
user.death(FALSE)
|
||||
|
||||
if(event == ORION_TRAIL_LING) //only ends the ORION_TRAIL_LING event, since you can do this action in multiple places
|
||||
event = null
|
||||
killed_crew-- // the kill was valid
|
||||
|
||||
//Spaceport specific interactions
|
||||
//they get a header because most of them don't reset event (because it's a shop, you leave when you want to)
|
||||
@@ -356,6 +437,7 @@
|
||||
fuel -= 10
|
||||
food -= 10
|
||||
event()
|
||||
killed_crew-- // I mean not really but you know
|
||||
|
||||
else if(href_list["sellcrew"]) //sell a crewmember
|
||||
if(gameStatus == ORION_STATUS_MARKET)
|
||||
@@ -377,15 +459,16 @@
|
||||
else if(href_list["raid_spaceport"])
|
||||
if(gameStatus == ORION_STATUS_MARKET)
|
||||
if(!spaceport_raided)
|
||||
var/success = min(15 * alive,100) //default crew (4) have a 60% chance
|
||||
var/success = min(15 * alive + gamerSkill,100) //default crew (4) have a 60% chance
|
||||
spaceport_raided = 1
|
||||
|
||||
var/FU = 0
|
||||
var/FO = 0
|
||||
if(prob(success))
|
||||
FU = rand(5,15)
|
||||
FO = rand(5,15)
|
||||
FU = rand(5 + gamerSkillRands,15 + gamerSkillRands)
|
||||
FO = rand(5 + gamerSkillRands,15 + gamerSkillRands)
|
||||
last_spaceport_action = "You successfully raided the spaceport! You gained [FU] Fuel and [FO] Food! (+[FU]FU,+[FO]FO)"
|
||||
xp_gained += 10
|
||||
else
|
||||
FU = rand(-5,-15)
|
||||
FO = rand(-5,-15)
|
||||
@@ -444,8 +527,7 @@
|
||||
add_fingerprint(usr)
|
||||
updateUsrDialog()
|
||||
busy = FALSE
|
||||
return
|
||||
|
||||
// usr?.mind?.adjust_experience(/datum/skill/gaming, xp_gained+1)
|
||||
|
||||
/obj/machinery/computer/arcade/orion_trail/proc/event()
|
||||
eventdat = "<center><h1>[event]</h1></center>"
|
||||
@@ -474,6 +556,38 @@
|
||||
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];slow=1'>Slow Down</a> <a href='byond://?src=[REF(src)];keepspeed=1'>Continue</a></P>"
|
||||
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
|
||||
|
||||
if(ORION_TRAIL_OLDSHIP)
|
||||
eventdat += "<br>Your crew spots an old ship floating through space. It might have some supplies, but then again it looks rather unsafe."
|
||||
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];search=1'>Search it</a><a href='byond://?src=[REF(src)];eventclose=1'>Leave it</a></P><P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
|
||||
canContinueEvent = 1
|
||||
|
||||
if(ORION_TRAIL_SEARCH)
|
||||
switch(rand(100))
|
||||
if(0 to 15)
|
||||
var/rescued = add_crewmember()
|
||||
var/oldfood = rand(1,7)
|
||||
var/oldfuel = rand(4,10)
|
||||
food += oldfood
|
||||
fuel += oldfuel
|
||||
eventdat += "<br>As you look through it you find some supplies and a living person!"
|
||||
eventdat += "<br>[rescued] was rescued from the abandoned ship!"
|
||||
eventdat += "<br>You found [oldfood] <b>Food</b> and [oldfuel] <b>Fuel</b>."
|
||||
if(15 to 35)
|
||||
var/lfuel = rand(4,7)
|
||||
var/deadname = remove_crewmember()
|
||||
fuel -= lfuel
|
||||
eventdat += "<br>[deadname] was lost deep in the wreckage, and your own vessel lost [lfuel] <b>Fuel</b> maneuvering to the the abandoned ship."
|
||||
if(35 to 65)
|
||||
var/oldfood = rand(5,11)
|
||||
food += oldfood
|
||||
engine++
|
||||
eventdat += "<br>You found [oldfood] <b>Food</b> and some parts amongst the wreck."
|
||||
else
|
||||
eventdat += "<br>As you look through the wreck you cannot find much of use."
|
||||
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];eventclose=1'>Continue</a></P>"
|
||||
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
|
||||
canContinueEvent = 1
|
||||
|
||||
if(ORION_TRAIL_ILLNESS)
|
||||
eventdat += "A deadly illness has been contracted!"
|
||||
var/deadname = remove_crewmember()
|
||||
@@ -687,7 +801,7 @@
|
||||
|
||||
|
||||
//Add Random/Specific crewmember
|
||||
/obj/machinery/computer/arcade/orion_trail/proc/add_crewmember(var/specific = "")
|
||||
/obj/machinery/computer/arcade/orion_trail/proc/add_crewmember(specific = "")
|
||||
var/newcrew = ""
|
||||
if(specific)
|
||||
newcrew = specific
|
||||
@@ -703,7 +817,7 @@
|
||||
|
||||
|
||||
//Remove Random/Specific crewmember
|
||||
/obj/machinery/computer/arcade/orion_trail/proc/remove_crewmember(var/specific = "", var/dont_remove = "")
|
||||
/obj/machinery/computer/arcade/orion_trail/proc/remove_crewmember(specific = "", dont_remove = "")
|
||||
var/list/safe2remove = settlers
|
||||
var/removed = ""
|
||||
if(dont_remove)
|
||||
@@ -779,14 +893,14 @@
|
||||
to_chat(user, "<span class='warning'>You flip the switch on the underside of [src].</span>")
|
||||
active = 1
|
||||
visible_message("<span class='notice'>[src] softly beeps and whirs to life!</span>")
|
||||
playsound(loc, 'sound/machines/defib_SaftyOn.ogg', 25, 1)
|
||||
playsound(loc, 'sound/machines/defib_SaftyOn.ogg', 25, TRUE)
|
||||
say("This is ship ID #[rand(1,1000)] to Orion Port Authority. We're coming in for landing, over.")
|
||||
sleep(20)
|
||||
visible_message("<span class='warning'>[src] begins to vibrate...</span>")
|
||||
say("Uh, Port? Having some issues with our reactor, could you check it out? Over.")
|
||||
sleep(30)
|
||||
say("Oh, God! Code Eight! CODE EIGHT! IT'S GONNA BL-")
|
||||
playsound(loc, 'sound/machines/buzz-sigh.ogg', 25, 1)
|
||||
playsound(loc, 'sound/machines/buzz-sigh.ogg', 25, TRUE)
|
||||
sleep(3.6)
|
||||
visible_message("<span class='userdanger'>[src] explodes!</span>")
|
||||
explosion(loc, 2,4,8, flame_range = 16)
|
||||
|
||||
@@ -92,6 +92,7 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
|
||||
icon_screen = "tank"
|
||||
icon_keyboard = "atmos_key"
|
||||
circuit = /obj/item/circuitboard/computer/atmos_control
|
||||
light_color = LIGHT_COLOR_CYAN
|
||||
|
||||
var/frequency = FREQ_ATMOS_STORAGE
|
||||
var/list/sensors = list(
|
||||
@@ -102,6 +103,20 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
|
||||
ATMOS_GAS_MONITOR_SENSOR_N2O = "Nitrous Oxide Tank",
|
||||
ATMOS_GAS_MONITOR_SENSOR_AIR = "Mixed Air Tank",
|
||||
ATMOS_GAS_MONITOR_SENSOR_MIX = "Mix Tank",
|
||||
// ATMOS_GAS_MONITOR_SENSOR_BZ = "BZ Tank",
|
||||
// ATMOS_GAS_MONITOR_SENSOR_FREON = "Freon Tank",
|
||||
// ATMOS_GAS_MONITOR_SENSOR_HALON = "Halon Tank",
|
||||
// ATMOS_GAS_MONITOR_SENSOR_HEALIUM = "Healium Tank",
|
||||
// ATMOS_GAS_MONITOR_SENSOR_H2 = "Hydrogen Tank",
|
||||
// ATMOS_GAS_MONITOR_SENSOR_HYPERNOBLIUM = "Hypernoblium Tank",
|
||||
// ATMOS_GAS_MONITOR_SENSOR_MIASMA = "Miasma Tank",
|
||||
// ATMOS_GAS_MONITOR_SENSOR_NO2 = "Nitryl Tank",
|
||||
// ATMOS_GAS_MONITOR_SENSOR_PLUOXIUM = "Pluoxium Tank",
|
||||
// ATMOS_GAS_MONITOR_SENSOR_PROTO_NITRATE = "Proto-Nitrate Tank",
|
||||
// ATMOS_GAS_MONITOR_SENSOR_STIMULUM = "Stimulum Tank",
|
||||
// ATMOS_GAS_MONITOR_SENSOR_TRITIUM = "Tritium Tank",
|
||||
// ATMOS_GAS_MONITOR_SENSOR_H2O = "Water Vapor Tank",
|
||||
// ATMOS_GAS_MONITOR_SENSOR_ZAUKER = "Zauker Tank",
|
||||
ATMOS_GAS_MONITOR_LOOP_DISTRIBUTION = "Distribution Loop",
|
||||
ATMOS_GAS_MONITOR_LOOP_ATMOS_WASTE = "Atmos Waste Loop",
|
||||
ATMOS_GAS_MONITOR_SENSOR_INCINERATOR = "Incinerator Chamber",
|
||||
@@ -110,7 +125,6 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
|
||||
var/list/sensor_information = list()
|
||||
var/datum/radio_frequency/radio_connection
|
||||
|
||||
light_color = LIGHT_COLOR_CYAN
|
||||
|
||||
/obj/machinery/computer/atmos_control/Initialize()
|
||||
. = ..()
|
||||
@@ -165,15 +179,10 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
|
||||
/obj/machinery/computer/atmos_control/incinerator
|
||||
name = "Incinerator Air Control"
|
||||
sensors = list(ATMOS_GAS_MONITOR_SENSOR_INCINERATOR = "Incinerator Chamber")
|
||||
ui_x = 400
|
||||
ui_y = 300
|
||||
|
||||
//Toxins mix sensor only
|
||||
/obj/machinery/computer/atmos_control/toxinsmix
|
||||
name = "Toxins Mixing Air Control"
|
||||
sensors = list(ATMOS_GAS_MONITOR_SENSOR_TOXINS_LAB = "Toxins Mixing Chamber")
|
||||
ui_x = 400
|
||||
ui_y = 300
|
||||
|
||||
/////////////////////////////////////////////////////////////
|
||||
// LARGE TANK CONTROL
|
||||
@@ -184,13 +193,9 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
|
||||
var/output_tag
|
||||
frequency = FREQ_ATMOS_STORAGE
|
||||
circuit = /obj/item/circuitboard/computer/atmos_control/tank
|
||||
|
||||
var/list/input_info
|
||||
var/list/output_info
|
||||
|
||||
ui_x = 500
|
||||
ui_y = 315
|
||||
|
||||
/obj/machinery/computer/atmos_control/tank/oxygen_tank
|
||||
name = "Oxygen Supply Control"
|
||||
input_tag = ATMOS_GAS_MONITOR_INPUT_O2
|
||||
@@ -236,7 +241,7 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
|
||||
// This hacky madness is the evidence of the fact that a lot of machines were never meant to be constructable, im so sorry you had to see this
|
||||
/obj/machinery/computer/atmos_control/tank/proc/reconnect(mob/user)
|
||||
var/list/IO = list()
|
||||
var/datum/radio_frequency/freq = SSradio.return_frequency(FREQ_ATMOS_STORAGE)
|
||||
var/datum/radio_frequency/freq = SSradio.return_frequency(frequency)
|
||||
var/list/devices = freq.devices["_default"]
|
||||
for(var/obj/machinery/atmospherics/components/unary/vent_pump/U in devices)
|
||||
var/list/text = splittext(U.id_tag, "_")
|
||||
@@ -252,10 +257,11 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
|
||||
src.output_tag = "[S]_out"
|
||||
name = "[uppertext(S)] Supply Control"
|
||||
var/list/new_devices = freq.devices["4"]
|
||||
sensors.Cut()
|
||||
for(var/obj/machinery/air_sensor/U in new_devices)
|
||||
var/list/text = splittext(U.id_tag, "_")
|
||||
if(text[1] == S)
|
||||
sensors = list("[S]_sensor" = "Tank")
|
||||
sensors = list("[S]_sensor" = "[S] Tank")
|
||||
break
|
||||
|
||||
for(var/obj/machinery/atmospherics/components/unary/outlet_injector/U in devices)
|
||||
@@ -268,13 +274,16 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
|
||||
data["tank"] = TRUE
|
||||
data["inputting"] = input_info ? input_info["power"] : FALSE
|
||||
data["inputRate"] = input_info ? input_info["volume_rate"] : 0
|
||||
data["maxInputRate"] = input_info ? MAX_TRANSFER_RATE : 0
|
||||
data["outputting"] = output_info ? output_info["power"] : FALSE
|
||||
data["outputPressure"] = output_info ? output_info["internal"] : 0
|
||||
|
||||
data["maxOutputPressure"] = output_info ? MAX_OUTPUT_PRESSURE : 0
|
||||
return data
|
||||
|
||||
/obj/machinery/computer/atmos_control/tank/ui_act(action, params)
|
||||
if(..() || !radio_connection)
|
||||
. = ..()
|
||||
|
||||
if(. || !radio_connection)
|
||||
return
|
||||
var/datum/signal/signal = new(list("sigtype" = "command", "user" = usr))
|
||||
switch(action)
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
#define DEFAULT_MAP_SIZE 15
|
||||
|
||||
/obj/machinery/computer/security
|
||||
name = "security camera console"
|
||||
desc = "Used to access the various cameras on the station."
|
||||
@@ -8,15 +10,19 @@
|
||||
|
||||
var/list/network = list("ss13")
|
||||
var/obj/machinery/camera/active_camera
|
||||
/// The turf where the camera was last updated.
|
||||
var/turf/last_camera_turf
|
||||
var/list/concurrent_users = list()
|
||||
|
||||
// Stuff needed to render the map
|
||||
var/map_name
|
||||
var/const/default_map_size = 15
|
||||
var/obj/screen/cam_screen
|
||||
var/obj/screen/plane_master/lighting/cam_plane_master
|
||||
var/obj/screen/map_view/cam_screen
|
||||
/// All the plane masters that need to be applied.
|
||||
var/list/cam_plane_masters
|
||||
var/obj/screen/background/cam_background
|
||||
|
||||
interaction_flags_machine = INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_SET_MACHINE //| INTERACT_MACHINE_REQUIRES_SIGHT
|
||||
|
||||
/obj/machinery/computer/security/Initialize()
|
||||
. = ..()
|
||||
// Map name has to start and end with an A-Z character,
|
||||
@@ -33,18 +39,20 @@
|
||||
cam_screen.assigned_map = map_name
|
||||
cam_screen.del_on_map_removal = FALSE
|
||||
cam_screen.screen_loc = "[map_name]:1,1"
|
||||
cam_plane_master = new
|
||||
cam_plane_master.name = "plane_master"
|
||||
cam_plane_master.assigned_map = map_name
|
||||
cam_plane_master.del_on_map_removal = FALSE
|
||||
cam_plane_master.screen_loc = "[map_name]:CENTER"
|
||||
cam_plane_masters = list()
|
||||
for(var/plane in subtypesof(/obj/screen/plane_master))
|
||||
var/obj/screen/instance = new plane()
|
||||
instance.assigned_map = map_name
|
||||
instance.del_on_map_removal = FALSE
|
||||
instance.screen_loc = "[map_name]:CENTER"
|
||||
cam_plane_masters += instance
|
||||
cam_background = new
|
||||
cam_background.assigned_map = map_name
|
||||
cam_background.del_on_map_removal = FALSE
|
||||
|
||||
/obj/machinery/computer/security/Destroy()
|
||||
qdel(cam_screen)
|
||||
qdel(cam_plane_master)
|
||||
QDEL_LIST(cam_plane_masters)
|
||||
qdel(cam_background)
|
||||
return ..()
|
||||
|
||||
@@ -56,9 +64,10 @@
|
||||
/obj/machinery/computer/security/ui_interact(mob/user, datum/tgui/ui)
|
||||
// Update UI
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
// Show static if can't use the camera
|
||||
if(!active_camera?.can_use())
|
||||
show_camera_static()
|
||||
|
||||
// Update the camera, showing static if necessary and updating data if the location has moved.
|
||||
update_active_camera_screen()
|
||||
|
||||
if(!ui)
|
||||
var/user_ref = REF(user)
|
||||
var/is_living = isliving(user)
|
||||
@@ -72,7 +81,7 @@
|
||||
use_power(active_power_usage)
|
||||
// Register map objects
|
||||
user.client.register_map_obj(cam_screen)
|
||||
for(var/plane in cam_plane_master)
|
||||
for(var/plane in cam_plane_masters)
|
||||
user.client.register_map_obj(plane)
|
||||
user.client.register_map_obj(cam_background)
|
||||
// Open UI
|
||||
@@ -100,6 +109,7 @@
|
||||
data["cameras"] += list(list(
|
||||
name = C.c_tag,
|
||||
))
|
||||
|
||||
return data
|
||||
|
||||
/obj/machinery/computer/security/ui_act(action, params)
|
||||
@@ -110,31 +120,51 @@
|
||||
if(action == "switch_camera")
|
||||
var/c_tag = params["name"]
|
||||
var/list/cameras = get_available_cameras()
|
||||
var/obj/machinery/camera/C = cameras[c_tag]
|
||||
active_camera = C
|
||||
var/obj/machinery/camera/selected_camera = cameras[c_tag]
|
||||
active_camera = selected_camera
|
||||
playsound(src, get_sfx("terminal_type"), 25, FALSE)
|
||||
|
||||
// Show static if can't use the camera
|
||||
if(!active_camera?.can_use())
|
||||
show_camera_static()
|
||||
if(!selected_camera)
|
||||
return TRUE
|
||||
|
||||
var/list/visible_turfs = list()
|
||||
for(var/turf/T in (C.isXRay() \
|
||||
? range(C.view_range, C) \
|
||||
: view(C.view_range, C)))
|
||||
visible_turfs += T
|
||||
|
||||
var/list/bbox = get_bbox_of_atoms(visible_turfs)
|
||||
var/size_x = bbox[3] - bbox[1] + 1
|
||||
var/size_y = bbox[4] - bbox[2] + 1
|
||||
|
||||
cam_screen.vis_contents = visible_turfs
|
||||
cam_background.icon_state = "clear"
|
||||
cam_background.fill_rect(1, 1, size_x, size_y)
|
||||
update_active_camera_screen()
|
||||
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/computer/security/proc/update_active_camera_screen()
|
||||
// Show static if can't use the camera
|
||||
if(!active_camera?.can_use())
|
||||
show_camera_static()
|
||||
return
|
||||
|
||||
var/list/visible_turfs = list()
|
||||
|
||||
// Is this camera located in or attached to a living thing? If so, assume the camera's loc is the living thing.
|
||||
var/cam_location = isliving(active_camera.loc) ? active_camera.loc : active_camera
|
||||
|
||||
// If we're not forcing an update for some reason and the cameras are in the same location,
|
||||
// we don't need to update anything.
|
||||
// Most security cameras will end here as they're not moving.
|
||||
var/newturf = get_turf(cam_location)
|
||||
if(last_camera_turf == newturf)
|
||||
return
|
||||
|
||||
// Cameras that get here are moving, and are likely attached to some moving atom such as cyborgs.
|
||||
last_camera_turf = get_turf(cam_location)
|
||||
|
||||
var/list/visible_things = active_camera.isXRay() ? range(active_camera.view_range, cam_location) : view(active_camera.view_range, cam_location)
|
||||
|
||||
for(var/turf/visible_turf in visible_things)
|
||||
visible_turfs += visible_turf
|
||||
|
||||
var/list/bbox = get_bbox_of_atoms(visible_turfs)
|
||||
var/size_x = bbox[3] - bbox[1] + 1
|
||||
var/size_y = bbox[4] - bbox[2] + 1
|
||||
|
||||
cam_screen.vis_contents = visible_turfs
|
||||
cam_background.icon_state = "clear"
|
||||
cam_background.fill_rect(1, 1, size_x, size_y)
|
||||
|
||||
/obj/machinery/computer/security/ui_close(mob/user)
|
||||
var/user_ref = REF(user)
|
||||
var/is_living = isliving(user)
|
||||
@@ -151,7 +181,7 @@
|
||||
/obj/machinery/computer/security/proc/show_camera_static()
|
||||
cam_screen.vis_contents.Cut()
|
||||
cam_background.icon_state = "scanline2"
|
||||
cam_background.fill_rect(1, 1, default_map_size, default_map_size)
|
||||
cam_background.fill_rect(1, 1, DEFAULT_MAP_SIZE, DEFAULT_MAP_SIZE)
|
||||
|
||||
// Returns the list of cameras accessible from this computer
|
||||
/obj/machinery/computer/security/proc/get_available_cameras()
|
||||
@@ -179,7 +209,7 @@
|
||||
name = "security camera monitor"
|
||||
desc = "An old TV hooked into the station's camera network."
|
||||
icon_state = "television"
|
||||
icon_keyboard = null
|
||||
icon_keyboard = "no_keyboard"
|
||||
icon_screen = "detective_tv"
|
||||
pass_flags = PASSTABLE
|
||||
|
||||
@@ -211,7 +241,7 @@
|
||||
|
||||
/obj/machinery/computer/security/qm
|
||||
name = "\improper Quartermaster's camera console"
|
||||
desc = "A console with access to the mining, auxillary base and vault camera networks."
|
||||
desc = "A console with access to the mining, auxiliary base and vault camera networks."
|
||||
network = list("mine", "auxbase", "vault")
|
||||
circuit = null
|
||||
|
||||
@@ -222,17 +252,12 @@
|
||||
desc = "Used for watching an empty arena."
|
||||
icon = 'icons/obj/stationobjs.dmi'
|
||||
icon_state = "telescreen"
|
||||
layer = SIGN_LAYER
|
||||
network = list("thunder")
|
||||
density = FALSE
|
||||
circuit = null
|
||||
light_power = 0
|
||||
|
||||
/obj/machinery/computer/security/telescreen/Initialize()
|
||||
. = ..()
|
||||
var/turf/T = get_turf_pixel(src)
|
||||
if(iswallturf(T))
|
||||
plane = ABOVE_WALL_PLANE
|
||||
|
||||
/obj/machinery/computer/security/telescreen/update_icon_state()
|
||||
icon_state = initial(icon_state)
|
||||
if(stat & BROKEN)
|
||||
@@ -246,21 +271,19 @@
|
||||
network = list("thunder")
|
||||
density = FALSE
|
||||
circuit = null
|
||||
//interaction_flags_atom = NONE // interact() is called by BigClick()
|
||||
interaction_flags_atom = NONE // interact() is called by BigClick()
|
||||
var/icon_state_off = "entertainment_blank"
|
||||
var/icon_state_on = "entertainment"
|
||||
|
||||
/* If someone would like to try to get this long-distance viewing thing working, be my guest. I tried everything I could possibly think of and it just refused to operate correctly.
|
||||
|
||||
/obj/machinery/computer/security/telescreen/entertainment/Initialize()
|
||||
. = ..()
|
||||
RegisterSignal(src, COMSIG_CLICK, .proc/BigClick)
|
||||
|
||||
// Bypass clickchain to allow humans to use the telescreen from a distance
|
||||
/obj/machinery/computer/security/telescreen/entertainment/proc/BigClick()
|
||||
interact(usr)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
*/
|
||||
INVOKE_ASYNC(src, /atom.proc/interact, usr)
|
||||
|
||||
/obj/machinery/computer/security/telescreen/entertainment/proc/notify(on)
|
||||
if(on && icon_state == icon_state_off)
|
||||
@@ -279,8 +302,8 @@
|
||||
network = list("rd", "aicore", "aiupload", "minisat", "xeno", "test")
|
||||
|
||||
/obj/machinery/computer/security/telescreen/circuitry
|
||||
name = "circuitry telescreen"
|
||||
desc = "Used for watching the other eggheads from the safety of the circuitry lab."
|
||||
name = "research telescreen"
|
||||
desc = "A telescreen with access to the research division's camera network."
|
||||
network = list("rd")
|
||||
|
||||
/obj/machinery/computer/security/telescreen/ce
|
||||
@@ -324,8 +347,8 @@
|
||||
network = list("prison")
|
||||
|
||||
/obj/machinery/computer/security/telescreen/auxbase
|
||||
name = "auxillary base monitor"
|
||||
desc = "A telescreen that connects to the auxillary base's camera."
|
||||
name = "auxiliary base monitor"
|
||||
desc = "A telescreen that connects to the auxiliary base's camera."
|
||||
network = list("auxbase")
|
||||
|
||||
/obj/machinery/computer/security/telescreen/minisat
|
||||
@@ -346,3 +369,5 @@
|
||||
for(var/i in network)
|
||||
network -= i
|
||||
network += "[idnum][i]"
|
||||
|
||||
#undef DEFAULT_MAP_SIZE
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,21 +1,38 @@
|
||||
/obj/machinery/computer/pod
|
||||
name = "mass driver launch control"
|
||||
desc = "A combined blastdoor and mass driver control unit."
|
||||
// processing_flags = START_PROCESSING_MANUALLY
|
||||
/// Connected mass driver
|
||||
var/obj/machinery/mass_driver/connected = null
|
||||
var/title = "Mass Driver Controls"
|
||||
/// ID of the launch control
|
||||
var/id = 1
|
||||
var/timing = 0
|
||||
/// If the launch timer counts down
|
||||
var/timing = FALSE
|
||||
/// Time before auto launch
|
||||
var/time = 30
|
||||
/// Range in which we search for a mass drivers and poddoors nearby
|
||||
var/range = 4
|
||||
|
||||
/// Countdown timer for the mass driver's delayed launch functionality.
|
||||
COOLDOWN_DECLARE(massdriver_countdown)
|
||||
|
||||
/obj/machinery/computer/pod/Initialize()
|
||||
. = ..()
|
||||
for(var/obj/machinery/mass_driver/M in range(range, src))
|
||||
if(M.id == id)
|
||||
connected = M
|
||||
break
|
||||
|
||||
/obj/machinery/computer/pod/process(delta_time)
|
||||
if(COOLDOWN_FINISHED(src, massdriver_countdown))
|
||||
timing = FALSE
|
||||
// alarm() sleeps, so we want to end processing first and can't rely on return PROCESS_KILL
|
||||
// end_processing()
|
||||
STOP_PROCESSING(SSmachines, src)
|
||||
alarm()
|
||||
|
||||
/**
|
||||
* Initiates launching sequence by checking if all components are functional, opening poddoors, firing mass drivers and then closing poddoors
|
||||
*/
|
||||
/obj/machinery/computer/pod/proc/alarm()
|
||||
if(stat & (NOPOWER|BROKEN))
|
||||
return
|
||||
@@ -39,92 +56,112 @@
|
||||
if(M.id == id)
|
||||
M.close()
|
||||
|
||||
/obj/machinery/computer/pod/ui_interact(mob/user)
|
||||
/obj/machinery/computer/pod/ui_interact(mob/user, datum/tgui/ui)
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
if(!ui)
|
||||
ui = new(user, src, "MassDriverControl", name)
|
||||
ui.open()
|
||||
|
||||
/obj/machinery/computer/pod/ui_data(mob/user)
|
||||
var/list/data = list()
|
||||
// If the cooldown has finished, just display the time. If the cooldown hasn't finished, display the cooldown.
|
||||
var/display_time = COOLDOWN_FINISHED(src, massdriver_countdown) ? time : COOLDOWN_TIMELEFT(src, massdriver_countdown) * 0.1
|
||||
data["connected"] = connected ? TRUE : FALSE
|
||||
data["seconds"] = round(display_time % 60)
|
||||
data["minutes"] = round((display_time - data["seconds"]) / 60)
|
||||
data["timing"] = timing
|
||||
data["power"] = connected ? connected.power : 0.25
|
||||
data["poddoor"] = FALSE
|
||||
for(var/obj/machinery/door/poddoor/door in range(range, src))
|
||||
if(door.id == id)
|
||||
data["poddoor"] = TRUE
|
||||
break
|
||||
return data
|
||||
|
||||
/obj/machinery/computer/pod/ui_act(action, list/params)
|
||||
. = ..()
|
||||
if(!allowed(user))
|
||||
to_chat(user, "<span class='warning'>Access denied.</span>")
|
||||
if(.)
|
||||
return
|
||||
if(!allowed(usr))
|
||||
to_chat(usr, "<span class='warning'>Access denied.</span>")
|
||||
return
|
||||
|
||||
var/dat = ""
|
||||
if(connected)
|
||||
var/d2
|
||||
if(timing) //door controls do not need timers.
|
||||
d2 = "<A href='?src=[REF(src)];time=0'>Stop Time Launch</A>"
|
||||
else
|
||||
d2 = "<A href='?src=[REF(src)];time=1'>Initiate Time Launch</A>"
|
||||
dat += "<HR>\nTimer System: [d2]\nTime Left: [DisplayTimeText(time)] <A href='?src=[REF(src)];tp=-30'>-</A> <A href='?src=[REF(src)];tp=-1'>-</A> <A href='?src=[REF(src)];tp=1'>+</A> <A href='?src=[REF(src)];tp=30'>+</A>"
|
||||
var/temp = ""
|
||||
var/list/L = list( 0.25, 0.5, 1, 2, 4, 8, 16 )
|
||||
for(var/t in L)
|
||||
if(t == connected.power)
|
||||
temp += "[t] "
|
||||
switch(action)
|
||||
if("set_power")
|
||||
if(!connected)
|
||||
return
|
||||
var/value = text2num(params["power"])
|
||||
if(!value)
|
||||
return
|
||||
value = clamp(value, 0.25, 16)
|
||||
connected.power = value
|
||||
return TRUE
|
||||
if("launch")
|
||||
alarm()
|
||||
return TRUE
|
||||
if("time")
|
||||
timing = !timing
|
||||
if(timing)
|
||||
COOLDOWN_START(src, massdriver_countdown, time SECONDS)
|
||||
// begin_processing()
|
||||
START_PROCESSING(SSmachines, src)
|
||||
else
|
||||
temp += "<A href = '?src=[REF(src)];power=[t]'>[t]</A> "
|
||||
dat += "<HR>\nPower Level: [temp]<BR>\n<A href = '?src=[REF(src)];alarm=1'>Firing Sequence</A><BR>\n<A href = '?src=[REF(src)];drive=1'>Test Fire Driver</A><BR>\n<A href = '?src=[REF(src)];door=1'>Toggle Outer Door</A><BR>"
|
||||
else
|
||||
dat += "<BR>\n<A href = '?src=[REF(src)];door=1'>Toggle Outer Door</A><BR>"
|
||||
dat += "<BR><BR><A href='?src=[REF(user)];mach_close=computer'>Close</A>"
|
||||
add_fingerprint(usr)
|
||||
var/datum/browser/popup = new(user, "computer", title, 400, 500)
|
||||
popup.set_content(dat)
|
||||
popup.open()
|
||||
|
||||
/obj/machinery/computer/pod/process()
|
||||
if(!..())
|
||||
return
|
||||
if(timing)
|
||||
if(time > 0)
|
||||
time = round(time) - 1
|
||||
else
|
||||
alarm()
|
||||
time = 0
|
||||
timing = 0
|
||||
updateDialog()
|
||||
|
||||
|
||||
/obj/machinery/computer/pod/Topic(href, href_list)
|
||||
if(..())
|
||||
return
|
||||
if(usr.contents.Find(src) || (in_range(src, usr) && isturf(loc)) || hasSiliconAccessInArea(usr))
|
||||
usr.set_machine(src)
|
||||
if(href_list["power"])
|
||||
var/t = text2num(href_list["power"])
|
||||
t = min(max(0.25, t), 16)
|
||||
if(connected)
|
||||
connected.power = t
|
||||
if(href_list["alarm"])
|
||||
alarm()
|
||||
if(href_list["time"])
|
||||
timing = text2num(href_list["time"])
|
||||
if(href_list["tp"])
|
||||
var/tp = text2num(href_list["tp"])
|
||||
time += tp
|
||||
time = min(max(round(time), 0), 120)
|
||||
if(href_list["door"])
|
||||
time = COOLDOWN_TIMELEFT(src, massdriver_countdown) * 0.1
|
||||
COOLDOWN_RESET(src, massdriver_countdown)
|
||||
// end_processing()
|
||||
STOP_PROCESSING(SSmachines, src)
|
||||
return TRUE
|
||||
if("input")
|
||||
var/value = text2num(params["adjust"])
|
||||
if(!value)
|
||||
return
|
||||
value = round(time + value)
|
||||
time = clamp(value, 0, 120)
|
||||
return TRUE
|
||||
if("door")
|
||||
for(var/obj/machinery/door/poddoor/M in range(range, src))
|
||||
if(M.id == id)
|
||||
if(M.density)
|
||||
M.open()
|
||||
else
|
||||
M.close()
|
||||
if(href_list["drive"])
|
||||
return TRUE
|
||||
if("driver_test")
|
||||
for(var/obj/machinery/mass_driver/M in range(range, src))
|
||||
if(M.id == id)
|
||||
M.power = connected.power
|
||||
M.power = connected?.power
|
||||
M.drive()
|
||||
updateUsrDialog()
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/computer/pod/old
|
||||
name = "\improper DoorMex control console"
|
||||
title = "Door Controls"
|
||||
icon_state = "oldcomp"
|
||||
icon_screen = "library"
|
||||
icon_keyboard = null
|
||||
icon_keyboard = "no_keyboard"
|
||||
|
||||
// /obj/machinery/computer/pod/old/mass_driver_controller
|
||||
// name = "\improper Mass Driver Controller"
|
||||
// icon = 'icons/obj/airlock_machines.dmi'
|
||||
// icon_state = "airlock_control_standby"
|
||||
// icon_keyboard = "no_keyboard"
|
||||
// density = FALSE
|
||||
|
||||
// /obj/machinery/computer/pod/old/mass_driver_controller/toxinsdriver
|
||||
// id = MASSDRIVER_TOXINS
|
||||
|
||||
// //for maps where pod doors are outside of the standard 4 tile controller detection range (ie Pubbystation)
|
||||
// /obj/machinery/computer/pod/old/mass_driver_controller/toxinsdriver/longrange
|
||||
// range = 6
|
||||
|
||||
// /obj/machinery/computer/pod/old/mass_driver_controller/chapelgun
|
||||
// id = MASSDRIVER_CHAPEL
|
||||
|
||||
// /obj/machinery/computer/pod/old/mass_driver_controller/trash
|
||||
// id = MASSDRIVER_DISPOSALS
|
||||
|
||||
/obj/machinery/computer/pod/old/syndicate
|
||||
name = "\improper ProComp Executive IIc"
|
||||
desc = "The Syndicate operate on a tight budget. Operates external airlocks."
|
||||
title = "External Airlock Controls"
|
||||
req_access = list(ACCESS_SYNDICATE)
|
||||
|
||||
/obj/machinery/computer/pod/old/swf
|
||||
|
||||
@@ -11,8 +11,24 @@
|
||||
var/id = 1
|
||||
var/drive_range = 50 //this is mostly irrelevant since current mass drivers throw into space, but you could make a lower-range mass driver for interstation transport or something I guess.
|
||||
|
||||
/obj/machinery/mass_driver/connect_to_shuttle(obj/docking_port/mobile/port, obj/docking_port/stationary/dock, idnum, override=FALSE)
|
||||
id = "[idnum][id]"
|
||||
// /obj/machinery/mass_driver/chapelgun
|
||||
// name = "holy driver"
|
||||
// id = MASSDRIVER_CHAPEL
|
||||
|
||||
// /obj/machinery/mass_driver/toxins
|
||||
// id = MASSDRIVER_TOXINS
|
||||
|
||||
// /obj/machinery/mass_driver/trash
|
||||
// id = MASSDRIVER_DISPOSALS
|
||||
|
||||
// /obj/machinery/mass_driver/Destroy()
|
||||
// for(var/obj/machinery/computer/pod/control in GLOB.machines)
|
||||
// if(control.id == id)
|
||||
// control.connected = null
|
||||
// return ..()
|
||||
|
||||
/obj/machinery/mass_driver/connect_to_shuttle(obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
|
||||
id = "[port.id]_[id]"
|
||||
|
||||
/obj/machinery/mass_driver/proc/drive(amount)
|
||||
if(stat & (BROKEN|NOPOWER))
|
||||
@@ -22,6 +38,8 @@
|
||||
var/atom/target = get_edge_target_turf(src, dir)
|
||||
for(var/atom/movable/O in loc)
|
||||
if(!O.anchored || ismecha(O)) //Mechs need their launch platforms.
|
||||
if(ismob(O) && !isliving(O))
|
||||
continue
|
||||
O_limit++
|
||||
if(O_limit >= 20)
|
||||
audible_message("<span class='notice'>[src] lets out a screech, it doesn't seem to be able to handle the load.</span>")
|
||||
@@ -30,7 +48,6 @@
|
||||
O.throw_at(target, drive_range * power, power)
|
||||
flick("mass_driver1", src)
|
||||
|
||||
|
||||
/obj/machinery/mass_driver/emp_act(severity)
|
||||
. = ..()
|
||||
if (. & EMP_PROTECT_SELF)
|
||||
|
||||
Reference in New Issue
Block a user