toast. And DiscoFox™️

This commit is contained in:
Letter N
2021-02-08 18:46:05 +08:00
parent 50d66bb93c
commit f87aa0ac5b
118 changed files with 3889 additions and 1382 deletions
+43 -31
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
@@ -96,39 +96,51 @@
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 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
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@@ -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)
@@ -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/gun/pistol/shot.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)
@@ -444,7 +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()
@@ -686,8 +769,279 @@
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];leave_spaceport=1'>Depart Spaceport</a></P>"
/obj/machinery/computer/arcade/orion_trail/proc/event()
eventdat = "<center><h1>[event]</h1></center>"
canContinueEvent = 0
switch(event)
if(ORION_TRAIL_RAIDERS)
eventdat += "Raiders have come aboard your ship!"
if(prob(50))
var/sfood = rand(1,10)
var/sfuel = rand(1,10)
food -= sfood
fuel -= sfuel
eventdat += "<br>They have stolen [sfood] <b>Food</b> and [sfuel] <b>Fuel</b>."
else if(prob(10))
var/deadname = remove_crewmember()
eventdat += "<br>[deadname] tried to fight back, but was killed."
else
eventdat += "<br>Fortunately, you fended them off without any trouble."
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_FLUX)
eventdat += "This region of space is highly turbulent. <br>If we go slowly we may avoid more damage, but if we keep our speed we won't waste supplies."
eventdat += "<br>What will you do?"
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()
eventdat += "<br>[deadname] was killed by the disease."
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_BREAKDOWN)
eventdat += "Oh no! The engine has broken down!"
eventdat += "<br>You can repair it with an engine part, or you can make repairs for 3 days."
if(engine >= 1)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];useengine=1'>Use Part</a><a href='byond://?src=[REF(src)];wait=1'>Wait</a></P>"
else
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];wait=1'>Wait</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
if(ORION_TRAIL_MALFUNCTION)
eventdat += "The ship's systems are malfunctioning!"
eventdat += "<br>You can replace the broken electronics with spares, or you can spend 3 days troubleshooting the AI."
if(electronics >= 1)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];useelec=1'>Use Part</a><a href='byond://?src=[REF(src)];wait=1'>Wait</a></P>"
else
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];wait=1'>Wait</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
if(ORION_TRAIL_COLLISION)
eventdat += "Something hit us! Looks like there's some hull damage."
if(prob(25))
var/sfood = rand(5,15)
var/sfuel = rand(5,15)
food -= sfood
fuel -= sfuel
eventdat += "<br>[sfood] <b>Food</b> and [sfuel] <b>Fuel</b> was vented out into space."
if(prob(10))
var/deadname = remove_crewmember()
eventdat += "<br>[deadname] was killed by rapid depressurization."
eventdat += "<br>You can repair the damage with hull plates, or you can spend the next 3 days welding scrap together."
if(hull >= 1)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];usehull=1'>Use Part</a><a href='byond://?src=[REF(src)];wait=1'>Wait</a></P>"
else
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];wait=1'>Wait</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
if(ORION_TRAIL_BLACKHOLE)
eventdat += "You were swept away into the black hole."
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];holedeath=1'>Oh...</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
settlers = list()
if(ORION_TRAIL_LING)
eventdat += "Strange reports warn of changelings infiltrating crews on trips to Orion..."
if(settlers.len <= 2)
eventdat += "<br>Your crew's chance of reaching Orion is so slim the changelings likely avoided your ship..."
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>"
if(prob(10)) // "likely", I didn't say it was guaranteed!
lings_aboard = min(++lings_aboard,2)
else
if(lings_aboard) //less likely to stack lings
if(prob(20))
lings_aboard = min(++lings_aboard,2)
else if(prob(70))
lings_aboard = min(++lings_aboard,2)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];killcrew=1'>Kill a Crewmember</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];eventclose=1'>Risk it</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
canContinueEvent = 1
if(ORION_TRAIL_LING_ATTACK)
if(lings_aboard <= 0) //shouldn't trigger, but hey.
eventdat += "Haha, fooled you, there are no changelings on board!"
eventdat += "<br>(You should report this to a coder :S)"
else
var/ling1 = remove_crewmember()
var/ling2 = ""
if(lings_aboard >= 2)
ling2 = remove_crewmember()
eventdat += "Changelings among your crew suddenly burst from hiding and attack!"
if(ling2)
eventdat += "<br>[ling1] and [ling2]'s arms twist and contort into grotesque blades!"
else
eventdat += "<br>[ling1]'s arm twists and contorts into a grotesque blade!"
var/chance2attack = alive*20
if(prob(chance2attack))
var/chancetokill = 30*lings_aboard-(5*alive) //eg: 30*2-(10) = 50%, 2 lings, 2 crew is 50% chance
if(prob(chancetokill))
var/deadguy = remove_crewmember()
var/murder_text = pick("The changeling[ling2 ? "s" : ""] bring[ling2 ? "" : "s"] down [deadguy] and disembowel[ling2 ? "" : "s"] them in a spray of gore!", \
"[ling2 ? pick(ling1, ling2) : ling1] corners [deadguy] and impales them through the stomach!", \
"[ling2 ? pick(ling1, ling2) : ling1] decapitates [deadguy] in a single cleaving arc!")
eventdat += "<br>[murder_text]"
else
eventdat += "<br><br><b>You valiantly fight off the changeling[ling2 ? "s":""]!</b>"
if(ling2)
food += 30
lings_aboard = max(0,lings_aboard-2)
else
food += 15
lings_aboard = max(0,--lings_aboard)
eventdat += "<br><i>Well, it's perfectly good food...</i>\
<br>You cut the changeling[ling2 ? "s" : ""] into meat, gaining <b>[ling2 ? "30" : "15"]</b> Food!"
else
eventdat += "<br><br>[pick("Sensing unfavorable odds", "After a failed attack", "Suddenly breaking nerve")], \
the changeling[ling2 ? "s":""] vanish[ling2 ? "" : "es"] into space through the airlocks! You're safe... for now."
if(ling2)
lings_aboard = max(0,lings_aboard-2)
else
lings_aboard = max(0,--lings_aboard)
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_SPACEPORT)
gameStatus = ORION_STATUS_MARKET
if(spaceport_raided)
eventdat += "The spaceport is on high alert! You've been barred from docking by the local authorities after your failed raid."
if(last_spaceport_action)
eventdat += "<br><b>Last Spaceport Action:</b> [last_spaceport_action]"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];leave_spaceport=1'>Depart Spaceport</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
else
eventdat += "Your jump into the sector yields a spaceport - a lucky find!"
eventdat += "<br>This spaceport is home to travellers who failed to reach Orion, but managed to find a different home..."
eventdat += "<br>Trading terms: FU = Fuel, FO = Food"
if(last_spaceport_action)
eventdat += "<br><b>Last action:</b> [last_spaceport_action]"
eventdat += "<h3><b>Crew:</b></h3>"
eventdat += english_list(settlers)
eventdat += "<br><b>Food: </b>[food] | <b>Fuel: </b>[fuel]"
eventdat += "<br><b>Engine Parts: </b>[engine] | <b>Hull Panels: </b>[hull] | <b>Electronics: </b>[electronics]"
//If your crew is pathetic you can get freebies (provided you haven't already gotten one from this port)
if(!spaceport_freebie && (fuel < 20 || food < 20))
spaceport_freebie++
var/FU = 10
var/FO = 10
var/freecrew = 0
if(prob(30))
FU = 25
FO = 25
if(prob(10))
add_crewmember()
freecrew++
eventdat += "<br>The traders of the spaceport take pity on you, and generously give you some free supplies! (+[FU]FU, +[FO]FO)"
if(freecrew)
eventdat += "<br>You also gain a new crewmember!"
fuel += FU
food += FO
//CREW INTERACTIONS
eventdat += "<P ALIGN=Right>Crew Management:</P>"
//Buy crew
if(food >= 10 && fuel >= 10)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];buycrew=1'>Hire a New Crewmember (-10FU, -10FO)</a></P>"
else
eventdat += "<P ALIGN=Right>You cannot afford a new crewmember.</P>"
//Sell crew
if(settlers.len > 1)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];sellcrew=1'>Sell Crew for Fuel and Food (+7FU, +7FO)</a></P>"
else
eventdat += "<P ALIGN=Right>You have no other crew to sell.</P>"
//BUY/SELL STUFF
eventdat += "<P ALIGN=Right>Spare Parts:</P>"
//Engine parts
if(fuel > 5)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];buyparts=1'>Buy Engine Parts (-5FU)</a></P>"
else
eventdat += "<P ALIGN=Right>You cannot afford engine parts.</a>"
//Hull plates
if(fuel > 5)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];buyparts=2'>Buy Hull Plates (-5FU)</a></P>"
else
eventdat += "<P ALIGN=Right>You cannot afford hull plates.</a>"
//Electronics
if(fuel > 5)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];buyparts=3'>Buy Spare Electronics (-5FU)</a></P>"
else
eventdat += "<P ALIGN=Right>You cannot afford spare electronics.</a>"
//Trade
if(fuel > 5)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];trade=1'>Trade Fuel for Food (-5FU,+5FO)</a></P>"
else
eventdat += "<P ALIGN=Right>You don't have 5FU to trade.</P"
if(food > 5)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];trade=2'>Trade Food for Fuel (+5FU,-5FO)</a></P>"
else
eventdat += "<P ALIGN=Right>You don't have 5FO to trade.</P"
//Raid the spaceport
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];raid_spaceport=1'>!! Raid Spaceport !!</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];leave_spaceport=1'>Depart Spaceport</a></P>"
//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 +1057,7 @@
//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 +1133,14 @@
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)