<commit_before>
//yep you guessed it back at it again with another datum singleton.
/datum/orion_event
	var/name = "this displays the events name"
	var/text = "this displays a blurb about the event"
	///pickweight to show up. will still be in the events pool if added to the events list but not RANDOM, only triggered.
	var/weight = 0
	///buttons to pick in response to the event. Don't worry, orion js will handle the rest
	var/list/event_responses = list()
	///default emag effect of events is to play an audible message and sound
	var/emag_message = "<span class='userdanger'>Coders forgot to set this!</span>"
	var/emag_sound = 'sound/effects/bamf.ogg'
	///gaming skill level of the player
	var/gamer_skill_level = 0
	///gaming skill of the player
	var/gamer_skill = 0
	///some other metric that makes it easier to do randoms with skill testing, god really 3 vars guys
	var/gamer_skill_rands = 0

/**
 * What happens when this event is selected to trigger, sets vars. also can set some event pre-encounter randomization
 *
 * Arguments:
 * * game: arcade machine calling this
 * * gamer_skill: gaming skill of the player
 * * gamer_skill_level: gaming skill level of the player
 * * gamer_skill_rands: See above but it's another metric, you can just look at gaming skill to see how it chalks that up
 */
/datum/orion_event/proc/on_select(obj/machinery/computer/arcade/orion_trail/game, gamer_skill, gamer_skill_level, gamer_skill_rands)
	SHOULD_CALL_PARENT(TRUE)
	src.gamer_skill_level = gamer_skill_level
	src.gamer_skill = gamer_skill
	src.gamer_skill_rands = gamer_skill_rands

/**
 * What happens when you respond to this event by choosing one of the buttons
 *<commit_msg>Fixes Orion bad messages  (#58018)<commit_after>
//yep you guessed it back at it again with another datum singleton.
/datum/orion_event
	var/name = "this displays the events name"
	var/text = "this displays a blurb about the event"
	///pickweight to show up. will still be in the events pool if added to the events list but not RANDOM, only triggered.
	var/weight = 0
	///buttons to pick in response to the event. Don't worry, orion js will handle the rest
	var/list/event_responses = list()
	///default emag effect of events is to play an audible message and sound
	var/emag_message
	var/emag_sound
	///gaming skill level of the player
	var/gamer_skill_level = 0
	///gaming skill of the player
	var/gamer_skill = 0
	///some other metric that makes it easier to do randoms with skill testing, god really 3 vars guys
	var/gamer_skill_rands = 0

/**
 * What happens when this event is selected to trigger, sets vars. also can set some event pre-encounter randomization
 *
 * Arguments:
 * * game: arcade machine calling this
 * * gamer_skill: gaming skill of the player
 * * gamer_skill_level: gaming skill level of the player
 * * gamer_skill_rands: See above but it's another metric, you can just look at gaming skill to see how it chalks that up
 */
/datum/orion_event/proc/on_select(obj/machinery/computer/arcade/orion_trail/game, gamer_skill, gamer_skill_level, gamer_skill_rands)
	SHOULD_CALL_PARENT(TRUE)
	src.gamer_skill_level = gamer_skill_level
	src.gamer_skill = gamer_skill
	src.gamer_skill_rands = gamer_skill_rands

/**
 * What happens when you respond to this event by choosing one of the buttons
 *
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