This commit is contained in:
Putnam
2021-03-08 14:46:46 -08:00
760 changed files with 31912 additions and 23386 deletions
+41 -41
View File
@@ -1,6 +1,6 @@
#define AUTOLATHE_MAIN_MENU 1
#define AUTOLATHE_CATEGORY_MENU 2
#define AUTOLATHE_SEARCH_MENU 3
#define AUTOLATHE_MAIN_MENU 1
#define AUTOLATHE_CATEGORY_MENU 2
#define AUTOLATHE_SEARCH_MENU 3
/obj/machinery/autolathe
name = "autolathe"
@@ -17,7 +17,7 @@
var/list/L = list()
var/list/LL = list()
var/hacked = FALSE
var/disabled = 0
var/disabled = FALSE
var/shocked = FALSE
var/hack_wire
var/disable_wire
@@ -27,13 +27,13 @@
var/prod_coeff = 1
var/datum/design/being_built
var/datum/techweb/stored_research
var/list/datum/design/matching_designs
var/selected_category
var/screen = 1
var/base_price = 25
var/hacked_price = 50
var/datum/techweb/specialized/autounlocking/stored_research = /datum/techweb/specialized/autounlocking/autolathe
var/list/categories = list(
"Tools",
"Electronics",
@@ -46,19 +46,13 @@
"Dinnerware",
"Imported"
)
var/list/allowed_materials
/// Base print speed
var/base_print_speed = 10
/obj/machinery/autolathe/Initialize()
var/list/mats = allowed_materials
if(!mats)
mats = SSmaterials.materialtypes_by_category[MAT_CATEGORY_RIGID]
AddComponent(/datum/component/material_container, mats, _show_on_examine=TRUE, _after_insert=CALLBACK(src, .proc/AfterMaterialInsert))
AddComponent(/datum/component/material_container, SSmaterials.materialtypes_by_category[MAT_CATEGORY_RIGID], 0, TRUE, null, null, CALLBACK(src, .proc/AfterMaterialInsert))
. = ..()
wires = new /datum/wires/autolathe(src)
stored_research = new stored_research
stored_research = new /datum/techweb/specialized/autounlocking/autolathe
matching_designs = list()
/obj/machinery/autolathe/Destroy()
@@ -83,7 +77,7 @@
if(AUTOLATHE_SEARCH_MENU)
dat = search_win(user)
var/datum/browser/popup = new(user, name, name, 400, 500)
var/datum/browser/popup = new(user, "autolathe", name, 400, 500)
popup.set_content(dat)
popup.open()
@@ -114,9 +108,9 @@
return TRUE
if(istype(O, /obj/item/disk/design_disk))
user.visible_message("[user] begins to load \the [O] in \the [src]...",
"You begin to load a design from \the [O]...",
"You hear the chatter of a floppy drive.")
user.visible_message("<span class='notice'>[user] begins to load \the [O] in \the [src]...</span>",
"<span class='notice'>You begin to load a design from \the [O]...</span>",
"<span class='hear'>You hear the chatter of a floppy drive.</span>")
busy = TRUE
var/obj/item/disk/design_disk/D = O
if(do_after(user, 14.4, target = src))
@@ -128,14 +122,16 @@
return ..()
/obj/machinery/autolathe/proc/AfterMaterialInsert(obj/item/item_inserted, id_inserted, amount_inserted)
/obj/machinery/autolathe/proc/AfterMaterialInsert(item_inserted, id_inserted, amount_inserted)
if(istype(item_inserted, /obj/item/stack/ore/bluespace_crystal))
use_power(MINERAL_MATERIAL_AMOUNT / 10)
else if(item_inserted.custom_materials?.len && item_inserted.custom_materials[SSmaterials.GetMaterialRef(/datum/material/glass)])
else if(custom_materials && custom_materials.len && custom_materials[SSmaterials.GetMaterialRef(/datum/material/glass)])
flick("autolathe_r",src)//plays glass insertion animation by default otherwise
else
flick("autolathe_o",src)//plays metal insertion animation
use_power(min(1000, amount_inserted / 100))
updateUsrDialog()
@@ -187,7 +183,7 @@
if(materials.materials[i] > 0)
list_to_show += i
used_material = input("Choose [used_material]", "Custom Material") as null|anything in list_to_show
used_material = input("Choose [used_material]", "Custom Material") as null|anything in sortList(list_to_show, /proc/cmp_typepaths_asc)
if(!used_material)
return //Didn't pick any material, so you can't build shit either.
custom_materials[used_material] += amount_needed
@@ -198,8 +194,8 @@
busy = TRUE
use_power(power)
icon_state = "autolathe_n"
var/time = is_stack ? 10 : base_print_speed * coeff * multiplier
addtimer(CALLBACK(src, .proc/make_item, power, materials_used, custom_materials, multiplier, coeff, is_stack), time)
var/time = is_stack ? 32 : (32 * coeff * multiplier) ** 0.8
addtimer(CALLBACK(src, .proc/make_item, power, materials_used, custom_materials, multiplier, coeff, is_stack, usr), time)
else
to_chat(usr, "<span class=\"alert\">Not enough materials for this operation.</span>")
@@ -218,10 +214,11 @@
return
/obj/machinery/autolathe/proc/make_item(power, var/list/materials_used, var/list/picked_materials, multiplier, coeff, is_stack)
/obj/machinery/autolathe/proc/make_item(power, list/materials_used, list/picked_materials, multiplier, coeff, is_stack, mob/user)
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/atom/A = drop_location()
use_power(power)
materials.use_materials(materials_used)
if(is_stack)
@@ -235,6 +232,11 @@
if(length(picked_materials))
new_item.set_custom_materials(picked_materials, 1 / multiplier) //Ensure we get the non multiplied amount
for(var/x in picked_materials)
var/datum/material/M = x
if(!istype(M, /datum/material/glass) && !istype(M, /datum/material/iron))
user.client.give_award(/datum/award/achievement/misc/getting_an_upgrade, user)
icon_state = "autolathe"
busy = FALSE
@@ -246,12 +248,10 @@
T += MB.rating*75000
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
materials.max_amount = T
var/manips = 0
var/total_manip_rating = 0
T=1.2
for(var/obj/item/stock_parts/manipulator/M in component_parts)
total_manip_rating += M.rating
manips++
prod_coeff = STANDARD_PART_LEVEL_LATHE_COEFFICIENT(total_manip_rating / (manips? manips : 1))
T -= M.rating*0.2
prod_coeff = min(1,max(0,T)) // Coeff going 1 -> 0,8 -> 0,6 -> 0,4
/obj/machinery/autolathe/examine(mob/user)
. += ..()
@@ -376,6 +376,7 @@
return materials.has_materials(required_materials)
/obj/machinery/autolathe/proc/get_design_cost(datum/design/D)
var/coeff = (ispath(D.build_path, /obj/item/stack) ? 1 : prod_coeff)
var/dat
@@ -416,9 +417,7 @@
hacked = state
for(var/id in SSresearch.techweb_designs)
var/datum/design/D = SSresearch.techweb_design_by_id(id)
if(D.build_type & stored_research.design_autounlock_skip_types)
continue
if((D.build_type & stored_research.design_autounlock_buildtypes) && ("hacked" in D.category))
if((D.build_type & AUTOLATHE) && ("hacked" in D.category))
if(hacked)
stored_research.add_design(D)
else
@@ -428,19 +427,24 @@
. = ..()
adjust_hacked(TRUE)
//Called when the object is constructed by an autolathe
//Has a reference to the autolathe so you can do !!FUN!! things with hacked lathes
/obj/item/proc/autolathe_crafted(obj/machinery/autolathe/A)
return
/obj/machinery/autolathe/secure
name = "secured autolathe"
desc = "It produces items using metal and glass. This model was reprogrammed without some of the more hazardous designs."
circuit = /obj/item/circuitboard/machine/autolathe/secure
stored_research = /datum/techweb/specialized/autounlocking/autolathe/public
base_print_speed = 20
/obj/machinery/autolathe/secure/Initialize()
. = ..()
stored_research = new /datum/techweb/specialized/autounlocking/autolathe/public
/obj/machinery/autolathe/toy
name = "autoylathe"
desc = "It produces toys using plastic, metal and glass."
circuit = /obj/item/circuitboard/machine/autolathe/toy
stored_research = /datum/techweb/specialized/autounlocking/autolathe/toy
categories = list(
"Toys",
"Figurines",
@@ -453,12 +457,8 @@
"Misc",
"Imported"
)
allowed_materials = list(
/datum/material/iron,
/datum/material/glass,
/datum/material/plastic
)
/obj/machinery/autolathe/toy/hacked/Initialize()
. = ..()
adjust_hacked(TRUE)
stored_research = new /datum/techweb/specialized/autounlocking/autolathe/toy
+44 -34
View File
@@ -3,14 +3,7 @@
#define ARCADE_WEIGHT_RARE 1
#define ARCADE_RATIO_PLUSH 0.20 // average 1 out of 6 wins is a plush.
/obj/machinery/computer/arcade
name = "random arcade"
desc = "random arcade machine"
icon_state = "arcade"
icon_keyboard = null
icon_screen = "invaders"
clockwork = TRUE //it'd look weird
var/list/prizes = list(
GLOBAL_LIST_INIT(arcade_prize_pool, list(
/obj/item/toy/balloon = ARCADE_WEIGHT_USELESS,
/obj/item/toy/beach_ball = ARCADE_WEIGHT_USELESS,
/obj/item/toy/cattoy = ARCADE_WEIGHT_USELESS,
@@ -70,9 +63,16 @@
/obj/item/clothing/mask/fakemoustache/italian = ARCADE_WEIGHT_RARE,
/obj/item/clothing/suit/hooded/wintercoat/ratvar/fake = ARCADE_WEIGHT_TRICK,
/obj/item/clothing/suit/hooded/wintercoat/narsie/fake = ARCADE_WEIGHT_TRICK
)
))
/obj/machinery/computer/arcade
name = "random arcade"
desc = "random arcade machine"
icon_state = "arcade"
icon_keyboard = "no_keyboard"
icon_screen = "invaders"
light_color = LIGHT_COLOR_GREEN
var/list/prize_override
/obj/machinery/computer/arcade/proc/Reset()
return
@@ -91,44 +91,54 @@
var/obj/machinery/computer/arcade/A = new CB.build_path(loc, CB)
A.setDir(dir)
return INITIALIZE_HINT_QDEL
//The below object acts as a spawner with a wide array of possible picks, most being uninspired references to past/current player characters.
//Nevertheless, this keeps its ratio constant with the sum of all the others prizes.
prizes[/obj/item/toy/plush/random] = counterlist_sum(prizes) * ARCADE_RATIO_PLUSH
Reset()
/obj/machinery/computer/arcade/proc/prizevend(mob/user, list/rarity_classes)
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "arcade", /datum/mood_event/arcade)
/obj/machinery/computer/arcade/proc/prizevend(mob/user, prizes = 1)
// 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)
+392 -125
View File
@@ -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)
+23 -14
View File
@@ -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)
+74 -49
View File
@@ -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
+104 -67
View File
@@ -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
+20 -3
View File
@@ -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)