This commit is contained in:
Ghommie
2019-07-03 03:24:28 +02:00
328 changed files with 9909 additions and 6862 deletions
+3 -1
View File
@@ -76,7 +76,9 @@ GLOBAL_LIST_EMPTY(teleportlocs)
continue
if(GLOB.teleportlocs[AR.name])
continue
var/turf/picked = safepick(get_area_turfs(AR.type))
if (!AR.contents.len)
continue
var/turf/picked = AR.contents[1]
if (picked && is_station_level(picked.z))
GLOB.teleportlocs[AR.name] = AR
+2
View File
@@ -31,6 +31,8 @@
var/list/filter_data //For handling persistent filters
var/datum/component/orbiter/orbiters
var/rad_flags = NONE // Will move to flags_1 when i can be arsed to
var/rad_insulation = RAD_NO_INSULATION
+6 -8
View File
@@ -31,6 +31,7 @@
var/atom/movable/pulling
var/grab_state = 0
var/throwforce = 0
var/datum/component/orbiter/orbiting
var/can_be_z_moved = TRUE
/atom/movable/vv_edit_var(var_name, var_value)
@@ -296,14 +297,7 @@
if (length(client_mobs_in_contents))
update_parallax_contents()
if (orbiters)
for (var/thing in orbiters)
var/datum/orbit/O = thing
O.Check()
if (orbiting)
orbiting.Check()
return 1
return TRUE
/atom/movable/Destroy(force)
QDEL_NULL(proximity_monitor)
@@ -325,6 +319,10 @@
if(pulledby)
pulledby.stop_pulling()
if(orbiting)
orbiting.end_orbit(src)
orbiting = null
// Make sure you know what you're doing if you call this, this is intended to only be called by byond directly.
// You probably want CanPass()
/atom/movable/Cross(atom/movable/AM)
+20 -23
View File
@@ -35,15 +35,14 @@
/obj/item/pda/clear,
/obj/item/pda/syndicate,
/obj/item/pda/chameleon,
/obj/item/pda/chameleon/broken)
/obj/item/pda/chameleon/broken,
/obj/item/pda/lieutenant)
for(var/P in typesof(/obj/item/pda) - blocked)
var/obj/item/pda/D = new P
//D.name = "PDA Style [colorlist.len+1]" //Gotta set the name, otherwise it all comes up as "PDA"
D.name = D.icon_state //PDAs don't have unique names, but using the sprite names works.
src.colorlist += D
for(var/A in typesof(/obj/item/pda) - blocked)
var/obj/item/pda/P = A
var/PDA_name = initial(P.name)
colorlist += PDA_name
colorlist[PDA_name] = list(initial(P.icon_state), initial(P.desc), initial(P.overlays_offsets), initial(P.overlays_icons))
/obj/machinery/pdapainter/Destroy()
QDEL_NULL(storedpda)
@@ -108,22 +107,20 @@
if(.)
return
if(storedpda)
var/obj/item/pda/P
P = input(user, "Select your color!", "PDA Painting") as null|anything in colorlist
if(!P)
return
if(!in_range(src, user))
return
if(!storedpda)//is the pda still there?
return
storedpda.icon_state = P.icon_state
storedpda.desc = P.desc
ejectpda()
else
if(!storedpda)
to_chat(user, "<span class='notice'>[src] is empty.</span>")
return
var/choice = input(user, "Select the new skin!", "PDA Painting") as null|anything in colorlist
if(!choice || !storedpda || !in_range(src, user))
return
var/list/P = colorlist[choice]
storedpda.icon_state = P[1]
storedpda.desc = P[2]
storedpda.overlays_offsets = P[3]
storedpda.overlays_icons = P[4]
storedpda.set_new_overlays()
storedpda.update_icon()
ejectpda()
/obj/machinery/pdapainter/verb/ejectpda()
set name = "Eject PDA"
+3 -1
View File
@@ -168,9 +168,11 @@ Class Procs:
update_icon()
updateUsrDialog()
/obj/machinery/proc/dropContents()
/obj/machinery/proc/dropContents(list/subset = null)
var/turf/T = get_turf(src)
for(var/atom/movable/A in contents)
if(subset && !(A in subset))
continue
A.forceMove(T)
if(isliving(A))
var/mob/living/L = A
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,207 @@
// ** 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.
/obj/machinery/computer/arcade/battle/Reset()
var/name_action
var/name_part1
var/name_part2
name_action = pick("Defeat ", "Annihilate ", "Save ", "Strike ", "Stop ", "Destroy ", "Robust ", "Romance ", "Pwn ", "Own ", "Ban ")
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 = replacetext((name_part1 + name_part2), "the ", "")
name = (name_action + name_part1 + name_part2)
/obj/machinery/computer/arcade/battle/ui_interact(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 += "<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 += "</b></center>"
var/datum/browser/popup = new(user, "arcade", "Space Villain 2000")
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
/obj/machinery/computer/arcade/battle/Topic(href, href_list)
if(..())
return
if (!blocked && !gameover)
if (href_list["attack"])
blocked = TRUE
var/attackamt = rand(2,6)
temp = "You attack for [attackamt] damage!"
playsound(loc, 'sound/arcade/hit.ogg', 50, 1, extrarange = -3, falloff = 10)
updateUsrDialog()
if(turtle > 0)
turtle--
sleep(turn_speed)
enemy_hp -= attackamt
arcade_action(usr)
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, 1, extrarange = -3, falloff = 10)
updateUsrDialog()
turtle++
sleep(turn_speed)
player_mp -= pointamt
player_hp += healamt
blocked = TRUE
updateUsrDialog()
arcade_action(usr)
else if (href_list["charge"])
blocked = TRUE
var/chargeamt = rand(4,7)
temp = "You regain [chargeamt] points"
playsound(loc, 'sound/arcade/mana.ogg', 50, 1, extrarange = -3, falloff = 10)
player_mp += chargeamt
if(turtle > 0)
turtle--
updateUsrDialog()
sleep(turn_speed)
arcade_action(usr)
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
if(obj_flags & EMAGGED)
Reset()
obj_flags &= ~EMAGGED
add_fingerprint(usr)
updateUsrDialog()
return
/obj/machinery/computer/arcade/battle/proc/arcade_action(mob/user)
if ((enemy_mp <= 0) || (enemy_hp <= 0))
if(!gameover)
gameover = TRUE
temp = "[enemy_name] has fallen! Rejoice!"
playsound(loc, 'sound/arcade/win.ogg', 50, 1, extrarange = -3, falloff = 10)
if(obj_flags & EMAGGED)
new /obj/effect/spawner/newbomb/timer/syndicate(loc)
new /obj/item/clothing/head/collectable/petehat(loc)
message_admins("[ADMIN_LOOKUPFLW(usr)] has outbombed Cuban Pete and been awarded a bomb.")
log_game("[key_name(usr)] has outbombed Cuban Pete and been awarded a bomb.")
Reset()
obj_flags &= ~EMAGGED
else
prizevend(user)
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, 1, extrarange = -3, falloff = 10)
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, 1, extrarange = -3, falloff = 10)
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, 1, extrarange = -3, falloff = 10)
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, 1, extrarange = -3, falloff = 10)
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, 1, extrarange = -3, falloff = 10)
player_hp -= attackamt
if ((player_mp <= 0) || (player_hp <= 0))
gameover = TRUE
temp = "You have been crushed! GAME OVER"
playsound(loc, 'sound/arcade/lose.ogg', 50, 1, extrarange = -3, falloff = 10)
if(obj_flags & EMAGGED)
usr.gib()
SSblackbox.record_feedback("nested tally", "arcade_results", 1, list("loss", "hp", (obj_flags & EMAGGED ? "emagged":"normal")))
blocked = FALSE
return
/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
gameover = FALSE
blocked = FALSE
obj_flags |= EMAGGED
enemy_name = "Cuban Pete"
name = "Outbomb Cuban Pete"
updateUsrDialog()
return TRUE
@@ -0,0 +1,392 @@
#define MINESWEEPER_GAME_MAIN_MENU 0
#define MINESWEEPER_GAME_PLAYING 1
#define MINESWEEPER_GAME_LOST 2
#define MINESWEEPER_GAME_WON 3
#define MINESWEEPERIMG(what) {"<img style='border:0' <span class="minesweeper16x16 [#what]"></span>"} //Basically bypassing asset.icon_tag()
/obj/machinery/computer/arcade/minesweeper
name = "Minesweeper"
desc = "An arcade machine that generates grids. It seems that the machine sparks and screeches when a grid is generated, as if it cannot cope with the intensity of generating the grid."
icon_state = "arcade"
circuit = /obj/item/circuitboard/computer/arcade/minesweeper
var/area
var/difficulty = "" //To show what difficulty you are playing
var/flag_text = ""
var/flagging = FALSE
var/game_status = MINESWEEPER_GAME_MAIN_MENU
var/mine_limit = 0
var/mine_placed = 0
var/mine_sound = TRUE //So it doesn't get repeated when multiple mines are exposed
var/randomcolour = 1
var/randomnumber = 1 //Random emagged game iteration number to be displayed, put here so it is persistent across one individual arcade machine
var/safe_squares_revealed
var/saved_web = "" //To display the web if you click on the arcade
var/win_condition
var/rows = 1
var/columns = 1
var/table[31][51] //Make the board boys, 30x50 board
var/spark_spam = FALSE
/obj/machinery/computer/arcade/minesweeper/interact(mob/user)
var/emagged = CHECK_BITFIELD(obj_flags, EMAGGED)
var/dat
if(game_status == MINESWEEPER_GAME_MAIN_MENU)
dat += "<head><title>Minesweeper</title></head><div align='center'><b>Minesweeper[emagged ? " <font color='red'>EXTREME EDITION</font>: Iteration <font color='[randomcolour]'>#[randomnumber]</font>" : ""]</b><br>" //Different colour mix for every random number made
dat += "<font size='2'> [emagged ? "Explode in the game, explode in real life" : "Reveal all the squares without hitting a mine"]!<br>What difficulty do you want to play?<br><br><br><br><b><a href='byond://?src=[REF(src)];Easy=1'><font color='#cc66ff'>Easy (9x9 board, 10 mines)</font></a><br><a href='byond://?src=[REF(src)];Intermediate=1'><font color='#cc66ff'>Intermediate (16x16 board, 40 mines)</font></a><br><a href='byond://?src=[REF(src)];Hard=1'><font color='#cc66ff'>Hard (16x30 board, 99 mines)</font></a><br><a href='byond://?src=[REF(src)];Custom=1'><font color='#cc66ff'>Custom</font>"
else
dat = saved_web
user = usr
var/datum/asset/assets = get_asset_datum(/datum/asset/spritesheet/simple/minesweeper)
assets.send(user)
user << browse(dat,"window=minesweeper,size=400x500")
add_fingerprint(user)
. = ..()
/obj/machinery/computer/arcade/minesweeper/proc/reset_spark_spam()
spark_spam = FALSE
/obj/machinery/computer/arcade/minesweeper/Topic(href, href_list)
. = ..()
if(.)
return
var/exploding_hell = FALSE //For emagged failures
var/reset_board = FALSE
var/mob/living/user = usr //To identify who the hell is using this window, this should also make things like aliens and monkeys able to use the machine!!
var/web_difficulty_menu = "<font size='2'> Reveal all the squares without hitting a mine!<br>What difficulty do you want to play?<br><br><br><br><b><a href='byond://?src=[REF(src)];Easy=1'><font color='#cc66ff'>Easy (9x9 board, 10 mines)</font></a><br><a href='byond://?src=[REF(src)];Intermediate=1'><font color='#cc66ff'>Intermediate (16x16 board, 40 mines)</font></a><br><a href='byond://?src=[REF(src)];Hard=1'><font color='#cc66ff'>Hard (16x30 board, 99 mines)</font></a><br><a href='byond://?src=[REF(src)];Custom=1'><font color='#cc66ff'>Custom</font>"
var/web = "<head><title>Minesweeper</title></head><div align='center'><b>Minesweeper</b><br>"
var/static_web = "<head><title>Minesweeper</title></head><div align='center'><b>Minesweeper</b><br>" //When we need to revert to the main menu we set web as this
web = static_web
if(CHECK_BITFIELD(obj_flags, EMAGGED))
web = "<head><title>Minesweeper</title></head><body><div align='center'><b>Minesweeper <font color='red'>EXTREME EDITION</font>: Iteration <font color='[randomcolour]'>#[randomnumber]</font></b><br>" //Different colour mix for every random number made
if(!spark_spam)
do_sparks(5, 1, src)
spark_spam = TRUE
addtimer(CALLBACK(src, .proc/reset_spark_spam), 30)
var/startup_sound = CHECK_BITFIELD(obj_flags, EMAGGED) ? 'sound/arcade/minesweeper_emag2.ogg' : 'sound/arcade/minesweeper_startup.ogg'
if(href_list["Main_Menu"])
game_status = MINESWEEPER_GAME_MAIN_MENU
mine_limit = 0
rows = 0
columns = 0
mine_placed = 0
if(href_list["Easy"])
playsound(loc, startup_sound, 50, 0, extrarange = -3, falloff = 10)
flag_text = "OFF"
game_status = MINESWEEPER_GAME_PLAYING
reset_board = TRUE
difficulty = "Easy"
rows = 10 //9x9 board
columns = 10
mine_limit = 10
if(href_list["Intermediate"])
playsound(loc, startup_sound, 50, 0, extrarange = -3, falloff = 10)
flag_text = "OFF"
game_status = MINESWEEPER_GAME_PLAYING
reset_board = TRUE
difficulty = "Intermediate"
rows = 17 //16x16 board
columns = 17
mine_limit = 40
if(href_list["Hard"])
playsound(loc, startup_sound, 50, 0, extrarange = -3, falloff = 10)
flag_text = "OFF"
game_status = MINESWEEPER_GAME_PLAYING
reset_board = TRUE
difficulty = "Hard"
rows = 17 //16x30 board
columns = 31
mine_limit = 99
if(href_list["Custom"])
if(custom_generation(usr))
flag_text = "OFF"
game_status = MINESWEEPER_GAME_PLAYING
reset_board = TRUE
difficulty = "Custom"
playsound(loc, startup_sound, 50, 0, extrarange = -3, falloff = 10)
if(href_list["Flag"])
playsound(loc, 'sound/arcade/minesweeper_boardpress.ogg', 50, 0, extrarange = -3, falloff = 10)
if(!flagging)
flagging = TRUE
flag_text = "ON"
else
flagging = FALSE
flag_text = "OFF"
if(game_status == MINESWEEPER_GAME_MAIN_MENU)
if(CHECK_BITFIELD(obj_flags, EMAGGED))
playsound(loc, 'sound/arcade/minesweeper_emag2.ogg', 50, 0, extrarange = -3, falloff = 10)
web += "<font size='2'>Explode in the game, explode in real life!<br>What difficulty do you want to play?<br><br><br><br><b><a href='byond://?src=[REF(src)];Easy=1'><font color='#cc66ff'>Easy (9x9 board, 10 mines)</font></a><br><a href='byond://?src=[REF(src)];Intermediate=1'><font color='#cc66ff'>Intermediate (16x16 board, 40 mines)</font></a><br><a href='byond://?src=[REF(src)];Hard=1'><font color='#cc66ff'>Hard (16x30 board, 99 mines)</font></a><br><a href='byond://?src=[REF(src)];Custom=1'><font color='#cc66ff'>Custom</font>"
else
playsound(loc, 'sound/arcade/minesweeper_startup.ogg', 50, 0, extrarange = -3, falloff = 10)
web += web_difficulty_menu
if(game_status == MINESWEEPER_GAME_PLAYING)
mine_sound = TRUE
area = (rows-1)*(columns-1)
if(reset_board)
mine_placed = 0
var/reset_everything = TRUE
make_mines(reset_everything)
safe_squares_revealed = 0
win_condition = area-mine_placed
if(game_status != MINESWEEPER_GAME_MAIN_MENU)
for(var/y1=1;y1<rows;y1++)
for(var/x1=1;x1<columns;x1++)
var/coordinates
coordinates = (y1*100)+x1
if(href_list["[coordinates]"])
if(game_status == MINESWEEPER_GAME_PLAYING) //Don't do anything if we won or something
if(!flagging)
if(table[y1][x1] < 10 && table[y1][x1] >= 0) //Check that it's not already revealed, and stop flag removal if we're out of flag mode
table[y1][x1] += 10
if(table[y1][x1] != 10)
playsound(loc, 'sound/arcade/minesweeper_boardpress.ogg', 50, 0, extrarange = -3, falloff = 10)
else
if(game_status != MINESWEEPER_GAME_LOST && game_status != MINESWEEPER_GAME_WON)
game_status = MINESWEEPER_GAME_LOST
if(CHECK_BITFIELD(obj_flags, EMAGGED) && !exploding_hell)
exploding_hell = TRUE
explode_EVERYTHING()
if(mine_sound)
switch(rand(1,3)) //Play every time a mine is hit
if(1)
playsound(loc, 'sound/arcade/minesweeper_explosion1.ogg', 50, 0, extrarange = -3, falloff = 10)
if(2)
playsound(loc, 'sound/arcade/minesweeper_explosion2.ogg', 50, 0, extrarange = -3, falloff = 10)
if(3)
playsound(loc, 'sound/arcade/minesweeper_explosion3.ogg', 50, 0, extrarange = -3, falloff = 10)
mine_sound = FALSE
else
playsound(loc, 'sound/arcade/minesweeper_boardpress.ogg', 50, 0, extrarange = -3, falloff = 10)
if(table[y1][x1] >= 0) //Check that it's not already flagged
table[y1][x1] -= 10
else if(table[y1][x1] < 0) //If flagged, remove the flag
table[y1][x1] += 10
if(href_list["same_board"]) //Reset the board... kinda
if(game_status != MINESWEEPER_GAME_PLAYING)
game_status = MINESWEEPER_GAME_PLAYING
if(table[y1][x1] >= 10) //If revealed, become unrevealed!
playsound(loc, 'sound/arcade/minesweeper_menuselect.ogg', 50, 0, extrarange = -3, falloff = 10)
table[y1][x1] -= 10
if(table[y1][x1] > 10 && !reset_board)
safe_squares_revealed += 1
var/y2 = y1
var/x2 = x1
work_squares(y2, x2) //Work squares while in this loop so there's less load
reset_board = FALSE
web += "<table>" //Start setting up the html table
web += "<tbody>"
for(var/y1=1;y1<rows;y1++)
web += "<tr>"
for(var/x1=1;x1<columns;x1++)
var/coordinates
coordinates = (y1*100)+x1
switch(table[y1][x1])
if(-10 to -1)
if(game_status != MINESWEEPER_GAME_PLAYING)
web += "<td>[MINESWEEPERIMG(flag)]</td>"
else
web += "<td><a href='byond://?src=[REF(src)];[coordinates]=1'>[MINESWEEPERIMG(flag)]</a></td>"
if(0)
if(game_status != MINESWEEPER_GAME_PLAYING)
web += "<td>[MINESWEEPERIMG(mine)]</td>"
else
web += "<td><a href='byond://?src=[REF(src)];[coordinates]=1'>[MINESWEEPERIMG(hidden)]</a></td>" //Make unique hrefs for every square
if(1 to 9)
if(game_status != MINESWEEPER_GAME_PLAYING)
web += "<td>[MINESWEEPERIMG(hidden)]</td>"
else
web += "<td><a href='byond://?src=[REF(src)];[coordinates]=1'>[MINESWEEPERIMG(hidden)]</a></td>" //Make unique hrefs for every square
if(10)
web += "<td>[MINESWEEPERIMG(minehit)]</td>"
if(11)
web += "<td>[MINESWEEPERIMG(empty)]</td>"
if(12)
web += "<td>[MINESWEEPERIMG(1)]</td>"
if(13)
web += "<td>[MINESWEEPERIMG(2)]</td>"
if(14)
web += "<td>[MINESWEEPERIMG(3)]</td>"
if(15)
web += "<td>[MINESWEEPERIMG(4)]</td>"
if(16)
web += "<td>[MINESWEEPERIMG(5)]</td>"
if(17)
web += "<td>[MINESWEEPERIMG(6)]</td>"
if(18)
web += "<td>[MINESWEEPERIMG(7)]</td>"
if(19)
web += "<td>[MINESWEEPERIMG(8)]</td>"
web += "</tr>"
web += "</table>"
web += "</tbody>"
web += "<br>"
if(safe_squares_revealed >= win_condition && game_status == MINESWEEPER_GAME_PLAYING)
game_status = MINESWEEPER_GAME_WON
if(rows < 10 || columns < 10) //If less than easy difficulty
playsound(loc, 'sound/arcade/minesweeper_winfail.ogg', 50, 0, extrarange = -3, falloff = 10)
say("You cleared the board of all mines, but you picked too small of a board! Try again with at least a 9x9 board!")
else
playsound(loc, 'sound/arcade/minesweeper_win.ogg', 50, 0, extrarange = -3, falloff = 10)
say("You cleared the board of all mines! Congratulations!")
if(CHECK_BITFIELD(obj_flags, EMAGGED))
var/itemname
switch(rand(1,3))
if(1)
itemname = "a syndicate bomb beacon"
new /obj/item/sbeacondrop/bomb(loc)
if(2)
itemname = "a grenade launcher"
new /obj/item/gun/ballistic/revolver/grenadelauncher/unrestricted(loc)
new /obj/item/ammo_casing/a40mm(loc)
new /obj/item/ammo_casing/a40mm(loc)
new /obj/item/ammo_casing/a40mm(loc)
if(3)
itemname = "two bags of c4"
new /obj/item/storage/backpack/duffelbag/syndie/c4(loc)
new /obj/item/storage/backpack/duffelbag/syndie/x4(loc)
message_admins("[key_name_admin(user)] won emagged Minesweeper and got [itemname]!")
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
prizevend(user, dope_prizes)
if(game_status == MINESWEEPER_GAME_WON)
web += "[(rows < 10 || columns < 10) ? "<font size='4'>You won, but your board was too small! Pick a bigger board next time!" : "<font size='6'>Congratulations, you have won!"]<br><font size='3'>Want to play again?<br><b><a href='byond://?src=[REF(src)];Easy=1'><font color='#cc66ff'>Easy (9x9 board, 10 mines)</font></a><br><a href='byond://?src=[REF(src)];Intermediate=1'><font color='#cc66ff'>Intermediate (16x16 board, 40 mines)</font></a><br><a href='byond://?src=[REF(src)];Hard=1'><font color='#cc66ff'>Hard (16x30 board, 99 mines)</font></a><br><a href='byond://?src=[REF(src)];Custom=1'><font color='#cc66ff'>Custom</font></a></b><br><a href='byond://?src=[REF(src)];same_board=1'><font color='#cc66ff'>Play on the same board</font></a><br><a href='byond://?src=[REF(src)];Main_Menu=1'><font color='#cc66ff'>Return to Main Menu</font></a></b><br>"
if(game_status == MINESWEEPER_GAME_LOST)
web += "<font size='6'>You have lost!<br><font size='3'>Try again?<br><b><a href='byond://?src=[REF(src)];Easy=1'><font color='#cc66ff'>Easy (9x9 board, 10 mines)</font></a><br><a href='byond://?src=[REF(src)];Intermediate=1'><font color='#cc66ff'>Intermediate (16x16 board, 40 mines)</font></a><br><a href='byond://?src=[REF(src)];Hard=1'><font color='#cc66ff'>Hard (16x30 board, 99 mines)</font></a><br><a href='byond://?src=[REF(src)];Custom=1'><font color='#cc66ff'>Custom</font></a></b><br><a href='byond://?src=[REF(src)];same_board=1'><font color='#cc66ff'>Play on the same board</font></a><br><a href='byond://?src=[REF(src)];Main_Menu=1'><font color='#cc66ff'>Return to Main Menu</font></a></b><br>"
if(game_status == MINESWEEPER_GAME_PLAYING)
web += "<a href='byond://?src=[REF(src)];Main_Menu=1'><font color='#cc66ff'>Return to Main Menu</font></a><br>"
web += "<div align='right'>Difficulty: [difficulty]<br>Mines: [mine_placed]<br>Rows: [rows-1]<br>Columns: [columns-1]<br><a href='byond://?src=[REF(src)];Flag=1'><font color='#cc66ff'>Flagging mode: [flag_text]</font></a></div>"
web += "</div>"
var/datum/asset/spritesheet/sheet = get_asset_datum(/datum/asset/spritesheet/simple/minesweeper)
saved_web = sheet.css_tag()
saved_web += web
updateDialog()
return
/obj/machinery/computer/arcade/minesweeper/emag_act(mob/user)
. = ..()
if(CHECK_BITFIELD(obj_flags, EMAGGED))
return
desc = "An arcade machine that generates grids. It's clunking and sparking everywhere, almost as if threatening to explode at any moment!"
do_sparks(5, 1, src)
randomnumber = rand(1,255)
randomcolour = rgb(randomnumber,randomnumber/2,randomnumber/3)
ENABLE_BITFIELD(obj_flags, EMAGGED)
if(game_status == MINESWEEPER_GAME_MAIN_MENU)
to_chat(user, "<span class='warning'>An ominous tune plays from the arcade's speakers!</span>")
playsound(user, 'sound/arcade/minesweeper_emag1.ogg', 100, 0, extrarange = 3, falloff = 10)
else //Can't let you do that, star fox!
to_chat(user, "<span class='warning'>The machine buzzes and sparks... the game has been reset!</span>")
playsound(user, 'sound/machines/buzz-sigh.ogg', 100, 0, extrarange = 3, falloff = 10) //Loud buzz
game_status = MINESWEEPER_GAME_MAIN_MENU
return TRUE
/obj/machinery/computer/arcade/minesweeper/proc/custom_generation(mob/user)
playsound(loc, 'sound/arcade/minesweeper_menuselect.ogg', 50, 0, extrarange = -3, falloff = 10) //Entered into the menu so ping sound
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, !issilicon(user)))
return FALSE
new_rows = CLAMP(new_rows + 1, 4, 30)
playsound(loc, 'sound/arcade/minesweeper_menuselect.ogg', 50, 0, extrarange = -3, falloff = 10)
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, !issilicon(user)))
return FALSE
new_columns = CLAMP(new_columns + 1, 4, 50)
playsound(loc, 'sound/arcade/minesweeper_menuselect.ogg', 50, 0, extrarange = -3, falloff = 10)
var/grid_area = (new_rows - 1) * (new_columns - 1)
var/lower_limit = round(grid_area*0.156)
var/upper_limit = round(grid_area*0.85)
var/new_mine_limit = input(user, "How many mines do you want? (Minimum: [lower_limit], Maximum: [upper_limit])", "Minesweeper Mines") as null|num
if(!new_mine_limit || !user.canUseTopic(src, !issilicon(user)))
return FALSE
playsound(loc, 'sound/arcade/minesweeper_menuselect.ogg', 50, 0, extrarange = -3, falloff = 10)
rows = new_rows
columns = new_columns
mine_limit = CLAMP(new_mine_limit, lower_limit, upper_limit)
return TRUE
/obj/machinery/computer/arcade/minesweeper/proc/make_mines(var/reset_everything)
if(mine_placed < mine_limit)
for(var/y1=1;y1<rows;y1++) //Board resetting and mine building
for(var/x1=1;x1<columns;x1++)
if(prob(area/mine_limit) && mine_placed < mine_limit && table[y1][x1] != 0) //Unlikely for this to happen but this has eaten mines before
table[y1][x1] = 0
mine_placed += 1
else if(reset_everything)
table[y1][x1] = 1
reset_everything = FALSE
make_mines() //In case the first pass doesn't generate enough mines
/obj/machinery/computer/arcade/minesweeper/proc/work_squares(var/y2, var/x2, var/y3, var/x3)
if(y3 > 0 && x3 > 0)
y2 = y3
x2 = x3
if(table[y2][x2] == 1)
for(y3=y2-1;y3<y2+2;y3++)
if(y3 >= rows || y3 < 1)
continue
for(x3=x2-1;x3<x2+2;x3++)
if(x3 >= columns || x3 < 1)
continue
if(table[y3][x3] == 0)
table[y2][x2] += 1
if(table[y2][x2] == 11)
for(y3=y2-1;y3<y2+2;y3++)
if(y3 >= rows || y3 < 1)
continue
for(x3=x2-1;x3<x2+2;x3++)
if(x3 >= columns || x3 < 1)
continue
if(table[y3][x3] > 0 && table[y3][x3] < 10)
table[y3][x3] += 10
work_squares(y3, x3) //Refresh so we check everything we might be missing
/obj/machinery/computer/arcade/minesweeper/proc/explode_EVERYTHING()
var/mob/living/user = usr
to_chat(user, "<span class='boldwarning'>You feel a great sense of dread wash over you, as if you just unleashed armageddon upon yourself!</span>")
var/row_limit = rows-1
var/column_limit = columns-1
var/mine_limit_v2 = mine_limit
if(rows > 11)
row_limit = 10
if(columns > 11)
column_limit = 10
if(mine_limit > (rows*columns) * 0.25)
mine_limit_v2 = 24
message_admins("[key_name_admin(user)] failed an emagged Minesweeper arcade and has unleashed an explosion armageddon of size [row_limit],[column_limit] around [ADMIN_LOOKUPFLW(user.loc)]!")
if(mine_limit_v2 < 10)
explosion(loc, 2, 5, 10, 15) //Thought you could survive by putting as few mines as possible, huh??
else
explosion(loc, 1, 3, rand(1,5), rand(1,10))
for(var/y69=y-row_limit;y69<y+row_limit;y69++) //Create a shitton of explosions in irl turfs if we lose, it will probably kill us
for(var/x69=x-column_limit;x69<x+column_limit;x69++)
if(prob(mine_limit_v2)) //Probability of explosion happening, according to how many mines were on the board... up to a limit
var/explosionloc
explosionloc = locate(y69,x69,z)
explosion(explosionloc, 0, rand(1,2),rand(1,5),rand(3,10), adminlog = FALSE)
#undef MINESWEEPERIMG
#undef MINESWEEPER_GAME_MAIN_MENU
#undef MINESWEEPER_GAME_PLAYING
#undef MINESWEEPER_GAME_LOST
#undef MINESWEEPER_GAME_WON
@@ -0,0 +1,31 @@
// Memeorable yet too short arcade games ahead.
// ** AMPUTATION ** //
/obj/machinery/computer/arcade/amputation
name = "Mediborg's Amputation Adventure"
desc = "A picture of a blood-soaked medical cyborg 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>\""
icon_state = "arcade"
circuit = /obj/item/circuitboard/computer/arcade/amputation
/obj/machinery/computer/arcade/amputation/attack_hand(mob/user)
if(!iscarbon(user))
return
var/mob/living/carbon/c_user = user
if(!c_user.get_bodypart(BODY_ZONE_L_ARM) && !c_user.get_bodypart(BODY_ZONE_R_ARM))
return
to_chat(c_user, "<span class='warning'>You move your hand towards the machine, and begin to hesitate as a bloodied guillotine emerges from inside of it...</span>")
if(do_after(c_user, 50, target = src))
to_chat(c_user, "<span class='userdanger'>The guillotine drops on your arm, and the machine sucks it in!</span>")
playsound(loc, 'sound/weapons/slice.ogg', 25, 1, -1)
var/which_hand = BODY_ZONE_L_ARM
if(!(c_user.active_hand_index % 2))
which_hand = BODY_ZONE_R_ARM
var/obj/item/bodypart/chopchop = c_user.get_bodypart(which_hand)
chopchop.dismember()
qdel(chopchop)
playsound(loc, 'sound/arcade/win.ogg', 50, 1, extrarange = -3, falloff = 10)
for(var/i=1; i<=rand(3,5); i++)
prizevend(user)
else
to_chat(c_user, "<span class='notice'>You (wisely) decide against putting your hand in the machine.</span>")
@@ -0,0 +1,811 @@
// *** THE ORION TRAIL ** //
#define ORION_TRAIL_WINTURN 9
//Orion Trail Events
#define ORION_TRAIL_RAIDERS "Raiders"
#define ORION_TRAIL_FLUX "Interstellar Flux"
#define ORION_TRAIL_ILLNESS "Illness"
#define ORION_TRAIL_BREAKDOWN "Breakdown"
#define ORION_TRAIL_LING "Changelings?"
#define ORION_TRAIL_LING_ATTACK "Changeling Ambush"
#define ORION_TRAIL_MALFUNCTION "Malfunction"
#define ORION_TRAIL_COLLISION "Collision"
#define ORION_TRAIL_SPACEPORT "Spaceport"
#define ORION_TRAIL_BLACKHOLE "BlackHole"
#define ORION_STATUS_START 1
#define ORION_STATUS_NORMAL 2
#define ORION_STATUS_GAMEOVER 3
#define ORION_STATUS_MARKET 4
/obj/machinery/computer/arcade/orion_trail
name = "The Orion Trail"
desc = "Learn how our ancestors got to Orion, and have fun in the process!"
icon_state = "arcade"
circuit = /obj/item/circuitboard/computer/arcade/orion_trail
var/busy = FALSE //prevent clickspam that allowed people to ~speedrun~ the game.
var/engine = 0
var/hull = 0
var/electronics = 0
var/food = 80
var/fuel = 60
var/turns = 4
var/alive = 4
var/eventdat = null
var/event = null
var/list/settlers = list("Harry","Larry","Bob")
var/list/events = list(ORION_TRAIL_RAIDERS = 3,
ORION_TRAIL_FLUX = 1,
ORION_TRAIL_ILLNESS = 3,
ORION_TRAIL_BREAKDOWN = 2,
ORION_TRAIL_LING = 3,
ORION_TRAIL_MALFUNCTION = 2,
ORION_TRAIL_COLLISION = 1,
ORION_TRAIL_SPACEPORT = 2
)
var/list/stops = list()
var/list/stopblurbs = list()
var/lings_aboard = 0
var/spaceport_raided = 0
var/spaceport_freebie = 0
var/last_spaceport_action = ""
var/gameStatus = ORION_STATUS_START
var/canContinueEvent = 0
/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)
settlers = list("Kirk","Worf","Gene")
/obj/machinery/computer/arcade/orion_trail/Reset()
// Sets up the main trail
stops = list("Pluto","Asteroid Belt","Proxima Centauri","Dead Space","Rigel Prime","Tau Ceti Beta","Black Hole","Space Outpost Beta-9","Orion Prime")
stopblurbs = list(
"Pluto, long since occupied with long-range sensors and scanners, stands ready to, and indeed continues to probe the far reaches of the galaxy.",
"At the edge of the Sol system lies a treacherous asteroid belt. Many have been crushed by stray asteroids and misguided judgement.",
"The nearest star system to Sol, in ages past it stood as a reminder of the boundaries of sub-light travel, now a low-population sanctuary for adventurers and traders.",
"This region of space is particularly devoid of matter. Such low-density pockets are known to exist, but the vastness of it is astounding.",
"Rigel Prime, the center of the Rigel system, burns hot, basking its planetary bodies in warmth and radiation.",
"Tau Ceti Beta has recently become a waypoint for colonists headed towards Orion. There are many ships and makeshift stations in the vicinity.",
"Sensors indicate that a black hole's gravitational field is affecting the region of space we were headed through. We could stay of course, but risk of being overcome by its gravity, or we could change course to go around, which will take longer.",
"You have come into range of the first man-made structure in this region of space. It has been constructed not by travellers from Sol, but by colonists from Orion. It stands as a monument to the colonists' success.",
"You have made it to Orion! Congratulations! Your crew is one of the few to start a new foothold for mankind!"
)
/obj/machinery/computer/arcade/orion_trail/proc/newgame()
// Set names of settlers in crew
settlers = list()
for(var/i = 1; i <= 3; i++)
add_crewmember()
add_crewmember("[usr]")
// Re-set items to defaults
engine = 1
hull = 1
electronics = 1
food = 80
fuel = 60
alive = 4
turns = 1
event = null
gameStatus = ORION_STATUS_NORMAL
lings_aboard = 0
//spaceport junk
spaceport_raided = 0
spaceport_freebie = 0
last_spaceport_action = ""
/obj/machinery/computer/arcade/orion_trail/ui_interact(mob/user)
. = ..()
if(fuel <= 0 || food <=0 || settlers.len == 0)
gameStatus = ORION_STATUS_GAMEOVER
event = null
var/dat = ""
if(gameStatus == ORION_STATUS_GAMEOVER)
dat = "<center><h1>Game Over</h1></center>"
dat += "Like many before you, your crew never made it to Orion, lost to space... <br><b>Forever</b>."
if(!settlers.len)
dat += "<br>Your entire crew died, and your ship joins the fleet of ghost-ships littering the galaxy."
else
if(food <= 0)
dat += "<br>You ran out of food and starved."
if(obj_flags & EMAGGED)
user.nutrition = 0 //yeah you pretty hongry
to_chat(user, "<span class='userdanger'>Your body instantly contracts to that of one who has not eaten in months. Agonizing cramps seize you as you fall to the floor.</span>")
if(fuel <= 0)
dat += "<br>You ran out of fuel, and drift, slowly, into a star."
if(obj_flags & EMAGGED)
var/mob/living/M = user
M.adjust_fire_stacks(5)
M.IgniteMob() //flew into a star, so you're on fire
to_chat(user, "<span class='userdanger'>You feel an immense wave of heat emanate from the arcade machine. Your skin bursts into flames.</span>")
if(obj_flags & EMAGGED)
to_chat(user, "<span class='userdanger'>You're never going to make it to Orion...</span>")
user.death()
obj_flags &= ~EMAGGED //removes the emagged status after you lose
gameStatus = ORION_STATUS_START
name = "The Orion Trail"
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>"
else if(event)
dat = eventdat
else if(gameStatus == ORION_STATUS_NORMAL)
var/title = stops[turns]
var/subtext = stopblurbs[turns]
dat = "<center><h1>[title]</h1></center>"
dat += "[subtext]"
dat += "<h3><b>Crew:</b></h3>"
dat += english_list(settlers)
dat += "<br><b>Food: </b>[food] | <b>Fuel: </b>[fuel]"
dat += "<br><b>Engine Parts: </b>[engine] | <b>Hull Panels: </b>[hull] | <b>Electronics: </b>[electronics]"
if(turns == 7)
dat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];pastblack=1'>Go Around</a> <a href='byond://?src=[REF(src)];blackhole=1'>Continue</a></P>"
else
dat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];continue=1'>Continue</a></P>"
dat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];killcrew=1'>Kill a Crewmember</a></P>"
dat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
else
dat = "<center><h2>The Orion Trail</h2></center>"
dat += "<br><center><h3>Experience the journey of your ancestors!</h3></center><br><br>"
dat += "<center><b><a href='byond://?src=[REF(src)];newgame=1'>New Game</a></b></center>"
dat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
var/datum/browser/popup = new(user, "arcade", "The Orion Trail",400,700)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
return
/obj/machinery/computer/arcade/orion_trail/Topic(href, href_list)
if(..())
return
if(href_list["close"])
usr.unset_machine()
usr << browse(null, "window=arcade")
if(busy)
return
busy = TRUE
if (href_list["continue"]) //Continue your travels
if(gameStatus == ORION_STATUS_NORMAL && !event && turns != 7)
if(turns >= ORION_TRAIL_WINTURN)
win(usr)
else
food -= (alive+lings_aboard)*2
fuel -= 5
if(turns == 2 && prob(30))
event = ORION_TRAIL_COLLISION
event()
else if(prob(75))
event = pickweight(events)
if(lings_aboard)
if(event == ORION_TRAIL_LING || prob(55))
event = ORION_TRAIL_LING_ATTACK
event()
turns += 1
if(obj_flags & EMAGGED)
var/mob/living/carbon/M = usr //for some vars
switch(event)
if(ORION_TRAIL_RAIDERS)
if(prob(50))
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)
if(ORION_TRAIL_ILLNESS)
var/severity = rand(1,3) //pray to RNGesus. PRAY, PIGS
if(severity == 1)
to_chat(M, "<span class='userdanger'>You suddenly feel slightly nauseated.</span>" )
if(severity == 2)
to_chat(usr, "<span class='userdanger'>You suddenly feel extremely nauseated and hunch over until it passes.</span>")
M.Stun(60)
if(severity >= 3) //you didn't pray hard enough
to_chat(M, "<span class='warning'>An overpowering wave of nausea consumes over you. You hunch over, your stomach's contents preparing for a spectacular exit.</span>")
M.Stun(100)
sleep(30)
M.vomit(10, distance = 5)
if(ORION_TRAIL_FLUX)
if(prob(75))
M.Knockdown(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)
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)
var/turf/open/floor/F
for(F in orange(1, src))
F.ScrapeAway()
say("Something slams into the floor around [src], exposing it to space!")
if(hull)
sleep(10)
say("A new floor suddenly appears around [src]. What the hell?")
playsound(loc, 'sound/weapons/genhit.ogg', 100, 1)
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)
if(ORION_TRAIL_MALFUNCTION)
playsound(loc, 'sound/effects/empulse.ogg', 50, 1)
visible_message("<span class='danger'>[src] malfunctions, randomizing in-game stats!</span>")
var/oldfood = food
var/oldfuel = fuel
food = rand(10,80) / rand(1,2)
fuel = rand(10,60) / rand(1,2)
if(electronics)
sleep(10)
if(oldfuel > fuel && oldfood > food)
audible_message("<span class='danger'>[src] lets out a somehow reassuring chime.</span>")
else if(oldfuel < fuel || oldfood < food)
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)
else if(href_list["newgame"]) //Reset everything
if(gameStatus == ORION_STATUS_START)
newgame()
else if(href_list["menu"]) //back to the main menu
if(gameStatus == ORION_STATUS_GAMEOVER)
gameStatus = ORION_STATUS_START
event = null
food = 80
fuel = 60
settlers = list("Harry","Larry","Bob")
else if(href_list["slow"]) //slow down
if(event == ORION_TRAIL_FLUX)
food -= (alive+lings_aboard)*2
fuel -= 5
event = null
else if(href_list["pastblack"]) //slow down
if(turns == 7)
food -= ((alive+lings_aboard)*2)*3
fuel -= 15
turns += 1
event = null
else if(href_list["useengine"]) //use parts
if(event == ORION_TRAIL_BREAKDOWN)
engine = max(0, --engine)
event = null
else if(href_list["useelec"]) //use parts
if(event == ORION_TRAIL_MALFUNCTION)
electronics = max(0, --electronics)
event = null
else if(href_list["usehull"]) //use parts
if(event == ORION_TRAIL_COLLISION)
hull = max(0, --hull)
event = null
else if(href_list["wait"]) //wait 3 days
if(event == ORION_TRAIL_BREAKDOWN || event == ORION_TRAIL_MALFUNCTION || event == ORION_TRAIL_COLLISION)
food -= ((alive+lings_aboard)*2)*3
event = null
else if(href_list["keepspeed"]) //keep speed
if(event == ORION_TRAIL_FLUX)
if(prob(75))
event = "Breakdown"
event()
else
event = null
else if(href_list["blackhole"]) //keep speed past a black hole
if(turns == 7)
if(prob(75))
event = ORION_TRAIL_BLACKHOLE
event()
if(obj_flags & EMAGGED)
playsound(loc, 'sound/effects/supermatter.ogg', 100, 1)
say("A miniature black hole suddenly appears in front of [src], devouring [usr] alive!")
if(isliving(usr))
var/mob/living/L = usr
L.Stun(200, ignore_canstun = TRUE) //you can't run :^)
var/S = new /obj/singularity/academy(usr.loc)
addtimer(CALLBACK(src, /atom/movable/proc/say, "[S] winks out, just as suddenly as it appeared."), 50)
QDEL_IN(S, 50)
else
event = null
turns += 1
else if(href_list["holedeath"])
if(event == ORION_TRAIL_BLACKHOLE)
gameStatus = ORION_STATUS_GAMEOVER
event = null
else if(href_list["eventclose"]) //end an event
if(canContinueEvent)
event = null
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)
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
gameStatus = ORION_STATUS_GAMEOVER
event = null
else if(obj_flags & EMAGGED)
if(usr.name == sheriff)
say("The crew of the ship chose to kill [usr.name]!")
usr.death(0)
if(event == ORION_TRAIL_LING) //only ends the ORION_TRAIL_LING event, since you can do this action in multiple places
event = null
//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)
//they also call event() again, to regen the eventdata, which is kind of odd but necessary
else if(href_list["buycrew"]) //buy a crewmember
if(gameStatus == ORION_STATUS_MARKET)
if(!spaceport_raided && food >= 10 && fuel >= 10)
var/bought = add_crewmember()
last_spaceport_action = "You hired [bought] as a new crewmember."
fuel -= 10
food -= 10
event()
else if(href_list["sellcrew"]) //sell a crewmember
if(gameStatus == ORION_STATUS_MARKET)
if(!spaceport_raided && settlers.len > 1)
var/sold = remove_crewmember()
last_spaceport_action = "You sold your crewmember, [sold]!"
fuel += 7
food += 7
event()
else if(href_list["leave_spaceport"])
if(gameStatus == ORION_STATUS_MARKET)
event = null
gameStatus = ORION_STATUS_NORMAL
spaceport_raided = 0
spaceport_freebie = 0
last_spaceport_action = ""
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
spaceport_raided = 1
var/FU = 0
var/FO = 0
if(prob(success))
FU = rand(5,15)
FO = rand(5,15)
last_spaceport_action = "You successfully raided the spaceport! You gained [FU] Fuel and [FO] Food! (+[FU]FU,+[FO]FO)"
else
FU = rand(-5,-15)
FO = rand(-5,-15)
last_spaceport_action = "You failed to raid the spaceport! You lost [FU*-1] Fuel and [FO*-1] Food in your scramble to escape! ([FU]FU,[FO]FO)"
//your chance of lose a crewmember is 1/2 your chance of success
//this makes higher % failures hurt more, don't get cocky space cowboy!
if(prob(success*5))
var/lost_crew = remove_crewmember()
last_spaceport_action = "You failed to raid the spaceport! You lost [FU*-1] Fuel and [FO*-1] Food, AND [lost_crew] in your scramble to escape! ([FU]FI,[FO]FO,-Crew)"
if(obj_flags & EMAGGED)
say("WEEWOO! WEEWOO! Spaceport security en route!")
playsound(src, 'sound/items/weeoo1.ogg', 100, FALSE)
for(var/i, i<=3, i++)
var/mob/living/simple_animal/hostile/syndicate/ranged/smg/orion/O = new/mob/living/simple_animal/hostile/syndicate/ranged/smg/orion(get_turf(src))
O.target = usr
fuel += FU
food += FO
event()
else if(href_list["buyparts"])
if(gameStatus == ORION_STATUS_MARKET)
if(!spaceport_raided && fuel > 5)
switch(text2num(href_list["buyparts"]))
if(1) //Engine Parts
engine++
last_spaceport_action = "Bought Engine Parts"
if(2) //Hull Plates
hull++
last_spaceport_action = "Bought Hull Plates"
if(3) //Spare Electronics
electronics++
last_spaceport_action = "Bought Spare Electronics"
fuel -= 5 //they all cost 5
event()
else if(href_list["trade"])
if(gameStatus == ORION_STATUS_MARKET)
if(!spaceport_raided)
switch(text2num(href_list["trade"]))
if(1) //Fuel
if(fuel > 5)
fuel -= 5
food += 5
last_spaceport_action = "Traded Fuel for Food"
event()
if(2) //Food
if(food > 5)
fuel += 5
food -= 5
last_spaceport_action = "Traded Food for Fuel"
event()
add_fingerprint(usr)
updateUsrDialog()
busy = FALSE
return
/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_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 = "")
var/newcrew = ""
if(specific)
newcrew = specific
else
if(prob(50))
newcrew = pick(GLOB.first_names_male)
else
newcrew = pick(GLOB.first_names_female)
if(newcrew)
settlers += newcrew
alive++
return newcrew
//Remove Random/Specific crewmember
/obj/machinery/computer/arcade/orion_trail/proc/remove_crewmember(var/specific = "", var/dont_remove = "")
var/list/safe2remove = settlers
var/removed = ""
if(dont_remove)
safe2remove -= dont_remove
if(specific && specific != dont_remove)
safe2remove = list(specific)
else
removed = pick(safe2remove)
if(removed)
if(lings_aboard && prob(40*lings_aboard)) //if there are 2 lings you're twice as likely to get one, obviously
lings_aboard = max(0,--lings_aboard)
settlers -= removed
alive--
return removed
/obj/machinery/computer/arcade/orion_trail/proc/win(mob/user)
gameStatus = ORION_STATUS_START
say("Congratulations, you made it to Orion!")
if(obj_flags & EMAGGED)
new /obj/item/orion_ship(loc)
message_admins("[ADMIN_LOOKUPFLW(usr)] made it to Orion on an emagged machine and got an explosive toy ship.")
log_game("[key_name(usr)] made it to Orion on an emagged machine and got an explosive toy ship.")
else
prizevend(user)
obj_flags &= ~EMAGGED
name = "The Orion Trail"
desc = "Learn how our ancestors got to Orion, and have fun in the process!"
/obj/machinery/computer/arcade/orion_trail/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
to_chat(user, "<span class='notice'>You override the cheat code menu and skip to Cheat #[rand(1, 50)]: Realism Mode.</span>")
name = "The Orion Trail: Realism Edition"
desc = "Learn how our ancestors got to Orion, and try not to die in the process!"
newgame()
obj_flags |= EMAGGED
return TRUE
/mob/living/simple_animal/hostile/syndicate/ranged/smg/orion
name = "spaceport security"
desc = "Premier corporate security forces for all spaceports found along the Orion Trail."
faction = list("orion")
loot = list()
del_on_death = TRUE
/obj/item/orion_ship
name = "model settler ship"
desc = "A model spaceship, it looks like those used back in the day when travelling to Orion! It even has a miniature FX-293 reactor, which was renowned for its instability and tendency to explode..."
icon = 'icons/obj/toy.dmi'
icon_state = "ship"
w_class = WEIGHT_CLASS_SMALL
var/active = 0 //if the ship is on
/obj/item/orion_ship/examine(mob/user)
..()
if(!(in_range(user, src)))
return
if(!active)
to_chat(user, "<span class='notice'>There's a little switch on the bottom. It's flipped down.</span>")
else
to_chat(user, "<span class='notice'>There's a little switch on the bottom. It's flipped up.</span>")
/obj/item/orion_ship/attack_self(mob/user) //Minibomb-level explosion. Should probably be more because of how hard it is to survive the machine! Also, just over a 5-second fuse
if(active)
return
message_admins("[ADMIN_LOOKUPFLW(usr)] primed an explosive Orion ship for detonation at [AREACOORD(usr)].")
log_game("[key_name(usr)] primed an explosive Orion ship for detonation at [AREACOORD(usr)].")
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)
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)
sleep(3.6)
visible_message("<span class='userdanger'>[src] explodes!</span>")
explosion(loc, 2,4,8, flame_range = 16)
qdel(src)
#undef ORION_TRAIL_WINTURN
#undef ORION_TRAIL_RAIDERS
#undef ORION_TRAIL_FLUX
#undef ORION_TRAIL_ILLNESS
#undef ORION_TRAIL_BREAKDOWN
#undef ORION_TRAIL_LING
#undef ORION_TRAIL_LING_ATTACK
#undef ORION_TRAIL_MALFUNCTION
#undef ORION_TRAIL_COLLISION
#undef ORION_TRAIL_SPACEPORT
#undef ORION_TRAIL_BLACKHOLE
#undef ORION_STATUS_START
#undef ORION_STATUS_NORMAL
#undef ORION_STATUS_GAMEOVER
#undef ORION_STATUS_MARKET
+3 -3
View File
@@ -214,11 +214,11 @@
sparkles += S
switch(i)
if(1 to 8)
S.orbit(src, 30, TRUE, 60, 36, TRUE, FALSE)
S.orbit(src, 30, TRUE, 60, 36, TRUE)
if(9 to 16)
S.orbit(src, 62, TRUE, 60, 36, TRUE, FALSE)
S.orbit(src, 62, TRUE, 60, 36, TRUE)
if(17 to 24)
S.orbit(src, 95, TRUE, 60, 36, TRUE, FALSE)
S.orbit(src, 95, TRUE, 60, 36, TRUE)
if(25)
S.pixel_y = 7
S.forceMove(get_turf(src))
+1
View File
@@ -214,6 +214,7 @@
flick("[src.base_state]spark", src)
playsound(src, "sparks", 75, 1)
addtimer(CALLBACK(src, .proc/open_windows_me), 6)
return TRUE
/obj/machinery/door/window/proc/open_windows_me()
operating = FALSE
@@ -214,6 +214,20 @@
/obj/item/aiModule/core/full/damaged
)
/obj/effect/spawner/lootdrop/mre
name = "random MRE"
icon = 'icons/obj/storage.dmi'
icon_state = "mre"
/obj/effect/spawner/lootdrop/mre/Initialize()
for(var/A in subtypesof(/obj/item/storage/box/mre))
var/obj/item/storage/box/mre/M = A
var/our_chance = initial(M.spawner_chance)
if(our_chance)
LAZYSET(loot, M, our_chance)
return ..()
// Tech storage circuit board spawners
// For these, make sure that lootcount equals the number of list items
+1 -1
View File
@@ -686,7 +686,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
..()
/obj/item/proc/microwave_act(obj/machinery/microwave/M)
if(M && M.dirty < 100)
if(istype(M) && M.dirty < 100)
M.dirty++
/obj/item/proc/on_mob_death(mob/living/L, gibbed)
+18 -22
View File
@@ -707,9 +707,9 @@ CIGARETTE PACKETS ARE IN FANCY.DM
item_state = null
w_class = WEIGHT_CLASS_TINY
var/chem_volume = 100
var/vapetime = 0 //this so it won't puff out clouds every tick
var/screw = 0 // kinky
var/super = 0 //for the fattest vapes dude.
var/vapetime = FALSE //this so it won't puff out clouds every tick
var/screw = FALSE // kinky
var/super = FALSE //for the fattest vapes dude.
/obj/item/clothing/mask/vape/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is puffin hard on dat vape, [user.p_they()] trying to join the vape life on a whole notha plane!</span>")//it doesn't give you cancer, it is cancer
@@ -718,7 +718,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
/obj/item/clothing/mask/vape/Initialize(mapload, param_color)
. = ..()
DISABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
create_reagents(chem_volume, NO_REACT) // so it doesn't react until you light it
reagents.add_reagent("nicotine", 50)
if(!icon_state)
if(!param_color)
@@ -727,45 +727,41 @@ CIGARETTE PACKETS ARE IN FANCY.DM
item_state = "[param_color]_vape"
/obj/item/clothing/mask/vape/attackby(obj/item/O, mob/user, params)
if(O.is_drainable())
if(reagents.total_volume < chem_volume)
if(O.reagents.total_volume > 0)
O.reagents.trans_to(src,25)
to_chat(user, "<span class='notice'>You add the contents of [O] to [src].</span>")
else
to_chat(user, "<span class='warning'>[O] is empty!</span>")
else
to_chat(user, "<span class='warning'>[src] can't hold anymore reagents!</span>")
if(istype(O, /obj/item/screwdriver))
if(O.tool_behaviour == TOOL_SCREWDRIVER)
if(!screw)
screw = 1
screw = TRUE
to_chat(user, "<span class='notice'>You open the cap on [src].</span>")
if(super)
ENABLE_BITFIELD(reagents.reagents_holder_flags, OPENCONTAINER)
if(obj_flags & EMAGGED)
add_overlay("vapeopen_high")
else if(super)
add_overlay("vapeopen_med")
else
add_overlay("vapeopen_low")
else
screw = 0
screw = FALSE
to_chat(user, "<span class='notice'>You close the cap on [src].</span>")
DISABLE_BITFIELD(reagents.reagents_holder_flags, OPENCONTAINER)
cut_overlays()
if(istype(O, /obj/item/multitool))
if(O.tool_behaviour == TOOL_MULTITOOL)
if(screw && !(obj_flags & EMAGGED))//also kinky
if(!super)
cut_overlays()
super = 1
super = TRUE
to_chat(user, "<span class='notice'>You increase the voltage of [src].</span>")
add_overlay("vapeopen_med")
else
cut_overlays()
super = 0
super = FALSE
to_chat(user, "<span class='notice'>You decrease the voltage of [src].</span>")
add_overlay("vapeopen_low")
if(screw && (obj_flags & EMAGGED))
to_chat(user, "<span class='notice'>[src] can't be modified!</span>")
else
..()
/obj/item/clothing/mask/vape/emag_act(mob/user)// I WON'T REGRET WRITTING THIS, SURLY.
. = ..()
@@ -777,7 +773,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
return
cut_overlays()
obj_flags |= EMAGGED
super = 0
super = FALSE
to_chat(user, "<span class='warning'>You maximize the voltage of [src].</span>")
add_overlay("vapeopen_high")
var/datum/effect_system/spark_spread/sp = new /datum/effect_system/spark_spread //for effect
@@ -123,6 +123,14 @@
name = "Orion Trail (Computer Board)"
build_path = /obj/machinery/computer/arcade/orion_trail
/obj/item/circuitboard/computer/arcade/minesweeper
name = "Minesweeper (Computer Board)"
build_path = /obj/machinery/computer/arcade/minesweeper
/obj/item/circuitboard/computer/arcade/amputation
name = "Mediborg's Amputation Adventure (Computer Board)"
build_path = /obj/machinery/computer/arcade/amputation
/obj/item/circuitboard/computer/turbine_control
name = "Turbine control (Computer Board)"
build_path = /obj/machinery/computer/turbine_computer
+107 -47
View File
@@ -10,6 +10,15 @@ GLOBAL_LIST_EMPTY(PDAs)
#define PDA_SCANNER_HALOGEN 4
#define PDA_SCANNER_GAS 5
#define PDA_SPAM_DELAY 2 MINUTES
#define PDA_STANDARD_OVERLAYS list("pda-r", "blank", "id_overlay", "insert_overlay", "light_overlay", "pai_overlay")
//pda icon overlays list defines
#define PDA_OVERLAY_ALERT 1
#define PDA_OVERLAY_SCREEN 2
#define PDA_OVERLAY_ID 3
#define PDA_OVERLAY_ITEM 4
#define PDA_OVERLAY_LIGHT 5
#define PDA_OVERLAY_PAI 6
/obj/item/pda
name = "\improper PDA"
@@ -31,7 +40,8 @@ GLOBAL_LIST_EMPTY(PDAs)
var/default_cartridge = 0 // Access level defined by cartridge
var/obj/item/cartridge/cartridge = null //current cartridge
var/mode = 0 //Controls what menu the PDA will display. 0 is hub; the rest are either built in or based on cartridge.
var/icon_alert = "pda-r" //Icon to be overlayed for message alerts. Taken from the pda icon file.
var/list/overlays_icons = list('icons/obj/pda_alt.dmi' = list("pda-r", "screen_default", "id_overlay", "insert_overlay", "light_overlay", "pai_overlay"))
var/current_overlays = PDA_STANDARD_OVERLAYS
var/font_index = 0 //This int tells DM which font is currently selected and lets DM know when the last font has been selected so that it can cycle back to the first font when "toggle font" is pressed again.
var/font_mode = "font-family:monospace;" //The currently selected font.
var/background_color = "#808000" //The currently selected background color.
@@ -78,7 +88,9 @@ GLOBAL_LIST_EMPTY(PDAs)
var/list/contained_item = list(/obj/item/pen, /obj/item/toy/crayon, /obj/item/lipstick, /obj/item/flashlight/pen, /obj/item/clothing/mask/cigarette)
var/obj/item/inserted_item //Used for pen, crayon, and lipstick insertion or removal. Same as above.
var/overlays_x_offset = 0 //x offset to use for certain overlays
var/list/overlays_offsets // offsets to use for certain overlays
var/overlays_x_offset = 0
var/overlays_y_offset = 0
var/underline_flag = TRUE //flag for underline
@@ -91,15 +103,13 @@ GLOBAL_LIST_EMPTY(PDAs)
return BRUTELOSS
/obj/item/pda/examine(mob/user)
..()
if(!id && !inserted_item)
return
if(id)
to_chat(user, "<span class='notice'>Alt-click to remove the id.</span>")
. = ..()
var/dat = id ? "<span class='notice'>Alt-click to remove the id.</span>" : ""
if(inserted_item && (!isturf(loc)))
to_chat(user, "<span class='notice'>Ctrl-click to remove [inserted_item].</span>")
dat += "\n<span class='notice'>Ctrl-click to remove [inserted_item].</span>"
if(LAZYLEN(GLOB.pda_reskins))
dat += "\n<span class='notice'>Ctrl-shift-click it to reskin it.</span>"
to_chat(user, dat)
/obj/item/pda/Initialize()
. = ..()
@@ -115,28 +125,71 @@ GLOBAL_LIST_EMPTY(PDAs)
inserted_item = new /obj/item/pen(src)
update_icon()
/obj/item/pda/CtrlShiftClick(mob/living/user)
. = ..()
if(GLOB.pda_reskins && user.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
reskin_obj(user)
/obj/item/pda/reskin_obj(mob/M)
if(!LAZYLEN(GLOB.pda_reskins))
return
var/dat = "<b>Reskin options for [name]:</b>"
for(var/V in GLOB.pda_reskins)
var/output = icon2html(GLOB.pda_reskins[V], M, icon_state)
dat += "\n[V]: <span class='reallybig'>[output]</span>"
to_chat(M, dat)
var/choice = input(M, "Choose the a reskin for [src]","Reskin Object") as null|anything in GLOB.pda_reskins
var/new_icon = GLOB.pda_reskins[choice]
if(QDELETED(src) || isnull(new_icon) || new_icon == icon || M.incapacitated() || !in_range(M,src))
return
icon = new_icon
set_new_overlays()
update_icon()
to_chat(M, "[src] is now skinned as '[choice]'.")
/obj/item/pda/proc/set_new_overlays()
if(!overlays_offsets || !(icon in overlays_offsets))
overlays_x_offset = 0
overlays_y_offset = 0
else
var/list/new_offsets = overlays_offsets[icon]
if(new_offsets)
overlays_x_offset = new_offsets[1]
overlays_y_offset = new_offsets[2]
if(!(icon in overlays_icons))
current_overlays = PDA_STANDARD_OVERLAYS
return
current_overlays = overlays_icons[icon]
/obj/item/pda/equipped(mob/user, slot)
. = ..()
if(!equipped)
if(user.client)
background_color = user.client.prefs.pda_color
switch(user.client.prefs.pda_style)
if(MONO)
font_index = MODE_MONO
font_mode = FONT_MONO
if(SHARE)
font_index = MODE_SHARE
font_mode = FONT_SHARE
if(ORBITRON)
font_index = MODE_ORBITRON
font_mode = FONT_ORBITRON
if(VT)
font_index = MODE_VT
font_mode = FONT_VT
else
font_index = MODE_MONO
font_mode = FONT_MONO
equipped = TRUE
if(equipped)
return
if(user.client)
background_color = user.client.prefs.pda_color
switch(user.client.prefs.pda_style)
if(MONO)
font_index = MODE_MONO
font_mode = FONT_MONO
if(SHARE)
font_index = MODE_SHARE
font_mode = FONT_SHARE
if(ORBITRON)
font_index = MODE_ORBITRON
font_mode = FONT_ORBITRON
if(VT)
font_index = MODE_VT
font_mode = FONT_VT
else
font_index = MODE_MONO
font_mode = FONT_MONO
var/pref_skin = GLOB.pda_reskins[user.client.prefs.pda_skin]
if(icon != pref_skin)
icon = pref_skin
set_new_overlays()
update_icon()
equipped = TRUE
/obj/item/pda/proc/update_label()
name = "PDA-[owner] ([ownjob])" //Name generalisation
@@ -150,33 +203,34 @@ GLOBAL_LIST_EMPTY(PDAs)
/obj/item/pda/GetID()
return id
/obj/item/pda/update_icon()
/obj/item/pda/update_icon(alert = FALSE)
cut_overlays()
add_overlay(alert ? current_overlays[PDA_OVERLAY_ALERT] : current_overlays[PDA_OVERLAY_SCREEN])
var/mutable_appearance/overlay = new()
overlay.pixel_x = overlays_x_offset
if(id)
overlay.icon_state = "id_overlay"
overlay.icon_state = current_overlays[PDA_OVERLAY_ID]
add_overlay(new /mutable_appearance(overlay))
if(inserted_item)
overlay.icon_state = "insert_overlay"
overlay.icon_state = current_overlays[PDA_OVERLAY_ITEM]
add_overlay(new /mutable_appearance(overlay))
if(fon)
overlay.icon_state = "light_overlay"
overlay.icon_state = current_overlays[PDA_OVERLAY_LIGHT]
add_overlay(new /mutable_appearance(overlay))
if(pai)
if(pai.pai)
overlay.icon_state = "pai_overlay"
add_overlay(new /mutable_appearance(overlay))
else
overlay.icon_state = "pai_off_overlay"
add_overlay(new /mutable_appearance(overlay))
overlay.icon_state = "[current_overlays[PDA_OVERLAY_PAI]][pai.pai ? "" : "_off"]"
add_overlay(new /mutable_appearance(overlay))
/obj/item/pda/MouseDrop(obj/over_object, src_location, over_location)
/obj/item/pda/MouseDrop(mob/over, src_location, over_location)
var/mob/M = usr
if((!istype(over_object, /obj/screen)) && usr.canUseTopic(src))
if((M == over) && usr.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return attack_self(M)
return ..()
/obj/item/pda/attack_self_tk(mob/user)
to_chat(user, "<span class='warning'>The PDA's capacitive touch screen doesn't seem to respond!</span>")
return
/obj/item/pda/interact(mob/user)
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
@@ -382,7 +436,7 @@ GLOBAL_LIST_EMPTY(PDAs)
var/mob/living/U = usr
//Looking for master was kind of pointless since PDAs don't appear to have one.
if(usr.canUseTopic(src) && !href_list["close"])
if(usr.canUseTopic(src, BE_CLOSE, FALSE, NO_TK) && !href_list["close"])
add_fingerprint(U)
U.set_machine(src)
@@ -636,7 +690,7 @@ GLOBAL_LIST_EMPTY(PDAs)
/obj/item/pda/proc/remove_id()
if(issilicon(usr) || !usr.canUseTopic(src, BE_CLOSE))
if(issilicon(usr) || !usr.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
if (id)
@@ -736,8 +790,7 @@ GLOBAL_LIST_EMPTY(PDAs)
to_chat(L, "[icon2html(src)] <b>Message from [hrefstart][signal.data["name"]] ([signal.data["job"]])[hrefend], </b>[signal.format_message()] (<a href='byond://?src=[REF(src)];choice=Message;skiprefresh=1;target=[REF(signal.source)]'>Reply</a>)")
update_icon()
add_overlay(icon_alert)
update_icon(TRUE)
/obj/item/pda/proc/send_to_all(mob/living/U)
if (last_everyone && world.time < last_everyone + PDA_SPAM_DELAY)
@@ -802,7 +855,7 @@ GLOBAL_LIST_EMPTY(PDAs)
/obj/item/pda/proc/remove_pen()
if(issilicon(usr) || !usr.canUseTopic(src, BE_CLOSE))
if(issilicon(usr) || !usr.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
if(inserted_item)
@@ -1076,4 +1129,11 @@ GLOBAL_LIST_EMPTY(PDAs)
#undef PDA_SCANNER_HALOGEN
#undef PDA_SCANNER_GAS
#undef PDA_SPAM_DELAY
#undef PDA_STANDARD_OVERLAYS
#undef PDA_OVERLAY_ALERT
#undef PDA_OVERLAY_SCREEN
#undef PDA_OVERLAY_ID
#undef PDA_OVERLAY_ITEM
#undef PDA_OVERLAY_LIGHT
#undef PDA_OVERLAY_PAI
@@ -124,6 +124,16 @@
icon_state = "pda-captain"
detonatable = FALSE
/obj/item/pda/lieutenant
name = "lieutenant PDA"
default_cartridge = /obj/item/cartridge/captain
inserted_item = /obj/item/pen/fountain/captain
icon_state = "pda-lieutenant"
ttone = "bwoink"
detonatable = FALSE
hidden = TRUE
note = "Congratulations, you have chosen the Thinktronic 5230-2 Personal Data Assistant Prestige Edition! To help with navigation, we have provided the following definitions. North: Fore. South: Aft. West: Port. East: Starboard. Quarter is either side of aft."
/obj/item/pda/cargo
name = "cargo technician PDA"
default_cartridge = /obj/item/cartridge/quartermaster
@@ -171,25 +181,29 @@
/obj/item/pda/curator
name = "curator PDA"
icon_state = "pda-library"
icon_alert = "pda-r-library"
overlays_icons = list('icons/obj/pda.dmi' = list("pda-r-library","blank","id_overlay","insert_overlay", "light_overlay", "pai_overlay"),
'icons/obj/pda_alt.dmi' = list("pda-r","screen_default","id_overlay","insert_overlay", "light_overlay", "pai_overlay"))
current_overlays = list("pda-r-library","blank","id_overlay","insert_overlay", "light_overlay", "pai_overlay")
default_cartridge = /obj/item/cartridge/curator
inserted_item = /obj/item/pen/fountain
desc = "A portable microcomputer by Thinktronic Systems, LTD. This model is a WGW-11 series e-reader."
note = "Congratulations, your station has chosen the Thinktronic 5290 WGW-11 Series E-reader and Personal Data Assistant!"
note = "Congratulations, your station has chosen the Thinktronic 5290 WGW-11 Series E-reader and Personal Data Assistant! To help with navigation, we have provided the following definitions. North: Fore. South: Aft. West: Port. East: Starboard. Quarter is either side of aft."
silent = TRUE //Quiet in the library!
overlays_offsets = list('icons/obj/pda.dmi' = list(-3,0))
overlays_x_offset = -3
/obj/item/pda/clear
name = "clear PDA"
icon_state = "pda-clear"
desc = "A portable microcomputer by Thinktronic Systems, LTD. This model is a special edition with a transparent case."
note = "Congratulations, you have chosen the Thinktronic 5230 Personal Data Assistant Deluxe Special Max Turbo Limited Edition!"
note = "Congratulations, you have chosen the Thinktronic 5230 Personal Data Assistant Deluxe Special Max Turbo Limited Edition! To help with navigation, we have provided the following definitions. North: Fore. South: Aft. West: Port. East: Starboard. Quarter is either side of aft."
/obj/item/pda/neko
name = "neko PDA"
icon_state = "pda-neko"
desc = "A portable microcomputer by Thinktronic Systems, LTD. This model is a special edition a feline fine case."
note = "Congratulations, you have chosen the Thinktronic 5230 Personal Data Assistant Deluxe Special Mew Turbo Limited Edition NYA~!"
overlays_icons = list('icons/obj/pda_alt.dmi' = list("pda-r", "screen_neko", "id_overlay", "insert_overlay", "light_overlay", "pai_overlay"))
desc = "A portable microcomputer by Thinktronic Systems, LTD. This model is a special feline edition."
note = "Congratulations, you have chosen the Thinktronic 5230 Personal Data Assistant Deluxe Special Mew Turbo Limited Edition NYA~! To help with navigation, we have provided the following definitions. North: Fore. South: Aft. West: Port. East: Starboard. Quarter is either side of aft."
/obj/item/pda/cook
name = "cook PDA"
+15 -3
View File
@@ -13,7 +13,8 @@
actions_types = list(/datum/action/item_action/toggle_light)
var/on = FALSE
var/brightness_on = 4 //range of light when on
var/flashlight_power = 1 //strength of the light when on
var/flashlight_power = 0.8 //strength of the light when on
light_color = "#FFCC66"
/obj/item/flashlight/Initialize()
. = ..()
@@ -63,7 +64,7 @@
to_chat(user, "<span class='warning'>[M] doesn't have a head!</span>")
return
if(flashlight_power < 1)
if(flashlight_power < 0.3)
to_chat(user, "<span class='warning'>\The [src] isn't bright enough to see anything!</span> ")
return
@@ -168,6 +169,8 @@
item_state = ""
flags_1 = CONDUCT_1
brightness_on = 2
light_color = "#FFDDCC"
flashlight_power = 0.3
var/holo_cooldown = 0
/obj/item/flashlight/pen/afterattack(atom/target, mob/user, proximity_flag)
@@ -204,6 +207,8 @@
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
force = 9 // Not as good as a stun baton.
brightness_on = 5 // A little better than the standard flashlight.
light_color = "#CDDDFF"
flashlight_power = 0.9
hitsound = 'sound/weapons/genhit1.ogg'
// the desk lamps are a bit special
@@ -216,6 +221,7 @@
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
force = 10
brightness_on = 5
light_color = "#FFDDBB"
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1
materials = list()
@@ -252,6 +258,7 @@
desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
w_class = WEIGHT_CLASS_SMALL
brightness_on = 7 // Pretty bright.
light_color = "#FA421A"
icon_state = "flare"
item_state = "flare"
actions_types = list()
@@ -325,6 +332,7 @@
desc = "A torch fashioned from some leaves and a log."
w_class = WEIGHT_CLASS_BULKY
brightness_on = 4
light_color = "#FAA44B"
icon_state = "torch"
item_state = "torch"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
@@ -341,6 +349,8 @@
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
desc = "A mining lantern."
brightness_on = 6 // luminosity when on
light_color = "#FFAA44"
flashlight_power = 0.75
/obj/item/flashlight/slime
@@ -354,6 +364,8 @@
slot_flags = ITEM_SLOT_BELT
materials = list()
brightness_on = 6 //luminosity when on
light_color = "#FFEEAA"
flashlight_power = 0.6
/obj/item/flashlight/emp
var/emp_max_charges = 4
@@ -517,6 +529,7 @@
icon_state = null
light_color = null
brightness_on = 0
flashlight_power = 1
light_range = 0
light_power = 10
alpha = 0
@@ -538,7 +551,6 @@
name = "eyelight"
desc = "This shouldn't exist outside of someone's head, how are you seeing this?"
brightness_on = 15
flashlight_power = 1
flags_1 = CONDUCT_1
item_flags = DROPDEL
actions_types = list()
+5 -5
View File
@@ -58,7 +58,7 @@
item_state = "radio"
/obj/item/holybeacon/attack_self(mob/user)
if(user.mind && (user.mind.isholy) && !SSreligion.holy_armor_type)
if(user.mind && (user.mind.isholy) && !GLOB.holy_armor_type)
beacon_armor(user)
else
playsound(src, 'sound/machines/buzz-sigh.ogg', 40, 1)
@@ -71,13 +71,13 @@
display_names += list(initial(A.name) = A)
var/choice = input(M,"What holy armor kit would you like to order?","Holy Armor Theme") as null|anything in display_names
if(QDELETED(src) || !choice || M.stat || !in_range(M, src) || M.restrained() || !M.canmove || SSreligion.holy_armor_type)
if(QDELETED(src) || !choice || M.stat || !in_range(M, src) || M.restrained() || !M.canmove || GLOB.holy_armor_type)
return
var/index = display_names.Find(choice)
var/A = holy_armor_list[index]
SSreligion.holy_armor_type = A
GLOB.holy_armor_type = A
var/holy_armor_box = new A
SSblackbox.record_feedback("tally", "chaplain_armor", 1, "[choice]")
@@ -245,7 +245,7 @@
reskin_holy_weapon(user)
/obj/item/nullrod/proc/reskin_holy_weapon(mob/M)
if(SSreligion.holy_weapon_type)
if(GLOB.holy_weapon_type)
return
var/obj/item/nullrod/holy_weapon
var/list/holy_weapons_list = typesof(/obj/item/nullrod) + list(
@@ -264,7 +264,7 @@
var/A = display_names[choice] // This needs to be on a separate var as list member access is not allowed for new
holy_weapon = new A
SSreligion.holy_weapon_type = holy_weapon.type
GLOB.holy_weapon_type = holy_weapon.type
SSblackbox.record_feedback("tally", "chaplain_weapon", 1, "[choice]")
+14 -4
View File
@@ -613,6 +613,20 @@
icon_state = "plushie_awake"
item_state = "plushie_awake"
/obj/item/toy/plush/awakenedplushie/ComponentInitialize()
. = ..()
AddComponent(/datum/component/edit_complainer)
/obj/item/toy/plush/beeplushie
name = "bee plushie"
desc = "A cute toy that resembles an even cuter bee."
icon_state = "plushie_h"
item_state = "plushie_h"
attack_verb = list("stung")
gender = FEMALE
squeak_override = list('modular_citadel/sound/voice/scream_moth.ogg' = 1)
/obj/item/toy/plush/mothplushie
name = "insect plushie"
desc = "An adorable stuffed toy that resembles some kind of insect"
@@ -904,7 +918,3 @@
item_state = "fermis"
attack_verb = list("cuddled", "petpatted", "wigglepurred")
squeak_override = list('modular_citadel/sound/voice/merowr.ogg' = 1)
/obj/item/toy/plush/awakenedplushie/ComponentInitialize()
. = ..()
AddComponent(/datum/component/edit_complainer)
+1 -1
View File
@@ -170,7 +170,7 @@
name = "tower shield"
desc = "A massive shield that can block a lot of attacks, can take a lot of abuse before braking."
armor = list("melee" = 95, "bullet" = 95, "laser" = 75, "energy" = 60, "bomb" = 90, "bio" = 90, "rad" = 0, "fire" = 90, "acid" = 10) //Armor for the item, dosnt transfer to user
icon_state = "metal"
item_state = "metal"
block_chance = 75 //1/4 shots will hit*
force = 10
slowdown = 2
+1 -1
View File
@@ -396,7 +396,7 @@
//TODO bloody overlay
/obj/item/stack/microwave_act(obj/machinery/microwave/M)
if(M && M.dirty < 100)
if(istype(M) && M.dirty < 100)
M.dirty += amount
/*
@@ -589,3 +589,16 @@
new /obj/item/clothing/mask/gas/clown_hat(src)
new /obj/item/bikehorn(src)
new /obj/item/implanter/sad_trombone(src)
obj/item/storage/backpack/duffelbag/syndie/shredderbundle
desc = "A large duffel bag containing two CX Shredders, some magazines, an elite hardsuit, and a chest rig."
/obj/item/storage/backpack/duffelbag/syndie/shredderbundle/PopulateContents()
new /obj/item/ammo_box/magazine/flechette/shredder(src)
new /obj/item/ammo_box/magazine/flechette/shredder(src)
new /obj/item/ammo_box/magazine/flechette/shredder(src)
new /obj/item/ammo_box/magazine/flechette/shredder(src)
new /obj/item/gun/ballistic/automatic/flechette/shredder(src)
new /obj/item/gun/ballistic/automatic/flechette/shredder(src)
new /obj/item/storage/belt/military(src)
new /obj/item/clothing/suit/space/hardsuit/syndi/elite(src)
+21
View File
@@ -541,6 +541,25 @@
/obj/item/ammo_casing/shotgun
))
/obj/item/storage/belt/medolier
name = "medolier"
desc = "A medical bandolier for holding smartdarts."
icon_state = "medolier"
item_state = "medolier"
/obj/item/storage/belt/medolier/ComponentInitialize()
. = ..()
GET_COMPONENT(STR, /datum/component/storage)
STR.max_items = 15
STR.display_numerical_stacking = FALSE
STR.can_hold = typecacheof(list(
/obj/item/reagent_containers/syringe/dart
))
/obj/item/storage/belt/medolier/full/PopulateContents()
for(var/i in 1 to 16)
new /obj/item/reagent_containers/syringe/dart/(src)
/obj/item/storage/belt/holster
name = "shoulder holster"
desc = "A holster to carry a handgun and ammo. WARNING: Badasses only."
@@ -557,6 +576,8 @@
/obj/item/gun/ballistic/automatic/pistol,
/obj/item/gun/ballistic/revolver,
/obj/item/ammo_box,
/obj/item/toy/gun,
/obj/item/gun/energy/e_gun/mini
))
/obj/item/storage/belt/holster/full/PopulateContents()
+7 -7
View File
@@ -51,7 +51,7 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
if(!istype(H))
return
// If H is the Chaplain, we can set the icon_state of the bible (but only once!)
if(!SSreligion.bible_icon_state && H.job == "Chaplain")
if(!GLOB.bible_icon_state && H.job == "Chaplain")
var/dat = "<html><head><title>Pick Bible Style</title></head><body><center><h2>Pick a bible style</h2></center><table>"
for(var/i in 1 to GLOB.biblestates.len)
var/icon/bibleicon = icon('icons/obj/storage.dmi', GLOB.biblestates[i])
@@ -64,7 +64,7 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
/obj/item/storage/book/bible/Topic(href, href_list)
if(!usr.canUseTopic(src))
return
if(href_list["seticon"] && SSreligion && !SSreligion.bible_icon_state)
if(href_list["seticon"] && GLOB && !GLOB.bible_icon_state)
var/iconi = text2num(href_list["seticon"])
var/biblename = GLOB.biblenames[iconi]
var/obj/item/storage/book/bible/B = locate(href_list["src"])
@@ -76,8 +76,8 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
H.dna.add_mutation(CLOWNMUT)
H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(H), SLOT_WEAR_MASK)
SSreligion.bible_icon_state = B.icon_state
SSreligion.bible_item_state = B.item_state
GLOB.bible_icon_state = B.icon_state
GLOB.bible_item_state = B.item_state
SSblackbox.record_feedback("text", "religion_book", 1, "[biblename]")
usr << browse(null, "window=editicon")
@@ -89,7 +89,7 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
to_chat(user, "<span class='warning'>[src.deity_name] refuses to heal this metallic taint!</span>")
return 0
var/heal_amt = 10
var/heal_amt = 5
var/list/hurt_limbs = H.get_damaged_bodyparts(1, 1)
if(hurt_limbs.len)
@@ -138,8 +138,8 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
smack = 0
else if(iscarbon(M))
var/mob/living/carbon/C = M
if(!istype(C.head, /obj/item/clothing/head/helmet))
C.adjustBrainLoss(5, 60)
if(!istype(C.head, /obj/item/clothing/head))
C.adjustBrainLoss(10, 80)
to_chat(C, "<span class='danger'>You feel dumber.</span>")
if(smack)
+70
View File
@@ -1126,3 +1126,73 @@
/obj/item/storage/box/pink
icon_state = "box_pink"
illustration = null
/obj/item/storage/box/mre //base MRE type.
name = "Nanotrasen MRE Ration Kit Menu 0"
desc = "A package containing food suspended in an outdated bluespace pocket which lasts for centuries. If you're lucky you may even be able to enjoy the meal without getting food poisoning."
icon_state = "mre"
var/can_expire = TRUE
var/spawner_chance = 2
var/expiration_date
var/expiration_date_min = 2300
var/expiration_date_max = 2700
/obj/item/storage/box/mre/Initialize()
. = ..()
if(can_expire)
expiration_date = rand(expiration_date_min, expiration_date_max)
desc += "\n<span_clas='notice'>An expiry date is listed on it. It reads: [expiration_date]</span>"
var/spess_current_year = GLOB.year_integer + 540
if(expiration_date < spess_current_year)
var/gross_risk = min(round(spess_current_year - expiration_date * 0.1), 1)
var/toxic_risk = min(round(spess_current_year - expiration_date * 0.01), 1)
for(var/obj/item/reagent_containers/food/snacks/S in contents)
if(prob(gross_risk))
ENABLE_BITFIELD(S.foodtype, GROSS)
if(prob(toxic_risk))
ENABLE_BITFIELD(S.foodtype, TOXIC)
/obj/item/storage/box/mre/menu1
name = "\improper Nanotrasen MRE Ration Kit Menu 1"
/obj/item/storage/box/mre/menu1/safe
desc = "A package containing food suspended in a bluespace pocket capable of lasting till the end of time."
spawner_chance = 0
can_expire = FALSE
/obj/item/storage/box/mre/menu1/PopulateContents()
new /obj/item/reagent_containers/food/snacks/breadslice/plain(src)
new /obj/item/reagent_containers/food/snacks/breadslice/creamcheese(src)
new /obj/item/reagent_containers/food/condiment/pack/ketchup(src)
new /obj/item/reagent_containers/food/snacks/chocolatebar(src)
new /obj/item/tank/internals/emergency_oxygen(src)
/obj/item/storage/box/mre/menu2
name = "\improper Nanotrasen MRE Ration Kit Menu 2"
/obj/item/storage/box/mre/menu2/safe
spawner_chance = 0
desc = "A package containing food suspended in a bluespace pocket capable of lasting till the end of time."
can_expire = FALSE
/obj/item/storage/box/mre/menu2/PopulateContents()
new /obj/item/reagent_containers/food/snacks/omelette(src)
new /obj/item/reagent_containers/food/snacks/meat/cutlet/plain(src)
new /obj/item/reagent_containers/food/snacks/fries(src)
new /obj/item/reagent_containers/food/snacks/chocolatebar(src)
new /obj/item/tank/internals/emergency_oxygen(src)
/obj/item/storage/box/mre/menu3
name = "\improper Nanotrasen MRE Ration Kit Menu 3"
desc = "The holy grail of MREs. This item contains the fabled MRE pizza and a sample of coffee instant type 2. Any NT employee lucky enough to get their hands on one of these is truly blessed."
icon_state = "menu3"
can_expire = FALSE //always fresh, never expired.
spawner_chance = 1
/obj/item/storage/box/mre/menu3/PopulateContents()
new /obj/item/reagent_containers/food/snacks/pizzaslice/pepperoni(src)
new /obj/item/reagent_containers/food/snacks/breadslice/plain(src)
new /obj/item/reagent_containers/food/snacks/cheesewedge(src)
new /obj/item/reagent_containers/food/snacks/grown/chili(src)
new /obj/item/reagent_containers/food/drinks/coffee/type2(src)
new /obj/item/tank/internals/emergency_oxygen(src)
@@ -80,6 +80,21 @@
new /obj/item/ammo_box/magazine/sniper_rounds/soporific(src)
new /obj/item/suppressor/specialoffer(src)
/obj/item/storage/briefcase/modularbundle
desc = "It's label reads genuine hardened Captain leather, but suspiciously has no other tags or branding."
force = 10
/obj/item/storage/briefcase/modularbundle/PopulateContents()
new /obj/item/gun/ballistic/automatic/pistol/modular(src)
new /obj/item/suppressor(src)
new /obj/item/ammo_box/magazine/m10mm(src)
new /obj/item/ammo_box/magazine/m10mm/soporific(src)
new /obj/item/ammo_box/c10mm/soporific(src)
new /obj/item/clothing/under/lawyer/blacksuit(src)
new /obj/item/clothing/accessory/waistcoat(src)
new /obj/item/clothing/suit/toggle/lawyer/black/syndie(src)
/obj/item/storage/briefcase/medical
name = "medical briefcase"
icon_state = "medbriefcase"
@@ -89,3 +104,4 @@
new /obj/item/clothing/neck/stethoscope(src)
new /obj/item/healthanalyzer(src)
..() //In case of paperwork
+3 -3
View File
@@ -183,9 +183,9 @@
slab_type = /obj/item/clockwork/slab/debug
fabricator_type = /obj/item/clockwork/replica_fabricator/scarab/debug
/obj/item/storage/toolbox/durasteel
name = "durasteel toolbox"
desc = "A toolbox made out of durasteel. Probably packs a massive punch."
/obj/item/storage/toolbox/plastitanium
name = "plastitanium toolbox"
desc = "A toolbox made out of plastitanium. Probably packs a massive punch."
total_mass = 5
icon_state = "blue"
item_state = "toolbox_blue"
+5
View File
@@ -160,6 +160,11 @@
distribute_pressure = 0
gas_type = /datum/gas/carbon_dioxide
/obj/item/tank/jetpack/carbondioxide/eva
name = "surplus jetpack (carbon dioxide)"
desc = "A tank of compressed carbon dioxide for use as propulsion in zero-gravity areas. Painted black to indicate that it should not be used as a source for internals. Rated for less than stellar EVA speeds!"
full_speed = FALSE
/obj/item/tank/jetpack/suit
name = "hardsuit jetpack upgrade"
desc = "A modular, compact set of thrusters designed to integrate with a hardsuit. It is fueled by a tank inserted into the suit's storage compartment."
+10 -5
View File
@@ -636,10 +636,13 @@
var/obj/machinery/computer/holodeck/holo = null // Holodeck cards should not be infinite
var/list/cards = list()
/obj/item/toy/cards/deck/New()
..()
/obj/item/toy/cards/deck/Initialize()
. = ..()
populate_deck()
/obj/item/toy/cards/deck/proc/populate_deck()
icon_state = "deck_[deckstyle]_full"
for(var/i = 2; i <= 10; i++)
for(var/i in 2 to 10)
cards += "[i] of Hearts"
cards += "[i] of Spades"
cards += "[i] of Clubs"
@@ -664,6 +667,9 @@
//ATTACK HAND IGNORING PARENT RETURN VALUE
//ATTACK HAND NOT CALLING PARENT
/obj/item/toy/cards/deck/attack_hand(mob/user)
draw_card(user)
/obj/item/toy/cards/deck/proc/draw_card(mob/user)
if(user.lying)
return
var/choice = null
@@ -778,7 +784,7 @@
/obj/item/toy/cards/cardhand/Topic(href, href_list)
if(..())
return
if(usr.stat || !ishuman(usr) || !usr.canmove)
if(usr.stat || !ishuman(usr))
return
var/mob/living/carbon/human/cardUser = usr
var/O = src
@@ -941,7 +947,6 @@
newobj.card_attack_verb = sourceobj.card_attack_verb
newobj.attack_verb = newobj.card_attack_verb
/*
|| Syndicate playing cards, for pretending you're Gambit and playing poker for the nuke disk. ||
*/
+13 -12
View File
@@ -18,8 +18,9 @@
var/acid_level = 0 //how much acid is on that obj
var/persistence_replacement //have something WAY too amazing to live to the next round? Set a new path here. Overuse of this var will make me upset.
var/current_skin //Has the item been reskinned?
var/current_skin //the item reskin
var/list/unique_reskin //List of options to reskin.
var/always_reskinnable = FALSE
// Access levels, used in modules\jobs\access.dm
var/list/req_access
@@ -228,26 +229,26 @@
..()
if(obj_flags & UNIQUE_RENAME)
to_chat(user, "<span class='notice'>Use a pen on it to rename it or change its description.</span>")
if(unique_reskin && !current_skin)
if(unique_reskin && (!current_skin || always_reskinnable))
to_chat(user, "<span class='notice'>Alt-click it to reskin it.</span>")
/obj/AltClick(mob/user)
. = ..()
if(unique_reskin && !current_skin && user.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
if(unique_reskin && (!current_skin || always_reskinnable) && user.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
reskin_obj(user)
/obj/proc/reskin_obj(mob/M)
if(!LAZYLEN(unique_reskin))
return
to_chat(M, "<b>Reskin options for [name]:</b>")
var/dat = "<b>Reskin options for [name]:</b>\n"
for(var/V in unique_reskin)
var/output = icon2html(src, M, unique_reskin[V])
to_chat(M, "[V]: <span class='reallybig'>[output]</span>")
dat += "[V]: <span class='reallybig'>[output]</span>\n"
to_chat(M, dat)
var/choice = input(M,"Warning, you can only reskin [src] once!","Reskin Object") as null|anything in unique_reskin
if(!QDELETED(src) && choice && !current_skin && !M.incapacitated() && in_range(M,src))
if(!unique_reskin[choice])
return
current_skin = choice
icon_state = unique_reskin[choice]
to_chat(M, "[src] is now skinned as '[choice].'")
var/choice = input(M, always_reskinnable ? "Choose the a reskin for [src]" : "Warning, you can only reskin [src] once!","Reskin Object") as null|anything in unique_reskin
if(QDELETED(src) || !choice || (current_skin && !always_reskinnable) || M.incapacitated() || !in_range(M,src) || !unique_reskin[choice] || unique_reskin[choice] == current_skin)
return
current_skin = choice
icon_state = unique_reskin[choice]
to_chat(M, "[src] is now skinned as '[choice]'.")
+10 -12
View File
@@ -24,15 +24,13 @@
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/userloc = H.loc
//see code/modules/mob/dead/new_player/preferences.dm at approx line 545 for comments!
//this is largely copypasted from there.
//handle facial hair (if necessary)
if(H.gender == MALE)
var/new_style = input(user, "Select a facial hair style", "Grooming") as null|anything in GLOB.facial_hair_styles_list
if(userloc != H.loc)
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return //no tele-grooming
if(new_style)
H.facial_hair_style = new_style
@@ -41,7 +39,7 @@
//handle normal hair
var/new_style = input(user, "Select a hair style", "Grooming") as null|anything in GLOB.hair_styles_list
if(userloc != H.loc)
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return //no tele-grooming
if(new_style)
H.hair_style = new_style
@@ -90,9 +88,9 @@
/obj/structure/mirror/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
if(BURN)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
/obj/structure/mirror/magic
@@ -131,7 +129,7 @@
var/choice = input(user, "Something to change?", "Magical Grooming") as null|anything in list("name", "race", "gender", "hair", "eyes")
if(!Adjacent(user))
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
switch(choice)
@@ -140,7 +138,7 @@
if(!newname)
return
if(!Adjacent(user))
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
H.real_name = newname
H.name = newname
@@ -156,7 +154,7 @@
if(!newrace)
return
if(!Adjacent(user))
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
H.set_species(newrace, icon_update=0)
@@ -186,7 +184,7 @@
if("gender")
if(!(H.gender in list("male", "female"))) //blame the patriarchy
return
if(!Adjacent(user))
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
if(H.gender == "male")
if(alert(H, "Become a Witch?", "Confirmation", "Yes", "No") == "Yes")
@@ -207,7 +205,7 @@
if("hair")
var/hairchoice = alert(H, "Hair style or hair color?", "Change Hair", "Style", "Color")
if(!Adjacent(user))
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
if(hairchoice == "Style") //So you just want to use a mirror then?
..()
@@ -225,7 +223,7 @@
if(BODY_ZONE_PRECISE_EYES)
var/new_eye_color = input(H, "Choose your eye color", "Eye Color","#"+H.eye_color) as color|null
if(!Adjacent(user))
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
if(new_eye_color)
H.eye_color = sanitize_hexcolor(new_eye_color)