Merge pull request #5699 from Zuhayr/calamity

Calamity mode.
This commit is contained in:
Mloc
2014-08-02 11:39:29 +01:00
31 changed files with 665 additions and 221 deletions

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@@ -564,7 +564,7 @@ datum/mind
current << "\red <FONT size = 3><B>Revolution has been disappointed of your leader traits! You are a regular revolutionary now!</B></FONT>"
else if(!(src in ticker.mode.revolutionaries))
current << "\red <FONT size = 3> You are now a revolutionary! Help your cause. Do not harm your fellow freedom fighters. You can identify your comrades by the red \"R\" icons, and your leaders by the blue \"R\" icons. Help them kill the heads to win the revolution!</FONT>"
current << "<font color=blue>Within the rules,</font> try to act as an opposing force to the crew. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonists.</i></b>"
show_objectives(src)
else
return
ticker.mode.revolutionaries += src
@@ -577,7 +577,7 @@ datum/mind
ticker.mode.revolutionaries -= src
ticker.mode.update_rev_icons_removed(src)
current << "\red <FONT size = 3><B>You have proved your devotion to revoltion! You are a head revolutionary now!</B></FONT>"
current << "<font color=blue>Within the rules,</font> try to act as an opposing force to the crew. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonists.</i></b>"
show_objectives(src)
else if(!(src in ticker.mode.head_revolutionaries))
current << "\blue You are a member of the revolutionaries' leadership now!"
else
@@ -656,11 +656,11 @@ datum/mind
special_role = "Cultist"
current << "<font color=\"purple\"><b><i>You catch a glimpse of the Realm of Nar-Sie, The Geometer of Blood. You now see how flimsy the world is, you see that it should be open to the knowledge of Nar-Sie.</b></i></font>"
current << "<font color=\"purple\"><b><i>Assist your new compatriots in their dark dealings. Their goal is yours, and yours is theirs. You serve the Dark One above all else. Bring It back.</b></i></font>"
current << "<font color=blue>Within the rules,</font> try to act as an opposing force to the crew. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonists.</i></b>"
var/datum/game_mode/cult/cult = ticker.mode
if (istype(cult))
if(!config.objectives_disabled)
cult.memorize_cult_objectives(src)
show_objectives(src)
log_admin("[key_name_admin(usr)] has cult'ed [current].")
if("tome")
var/mob/living/carbon/human/H = current
@@ -701,7 +701,7 @@ datum/mind
special_role = "Wizard"
//ticker.mode.learn_basic_spells(current)
current << "<B>\red You are the Space Wizard!</B>"
current << "<font color=blue>Within the rules,</font> try to act as an opposing force to the crew. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonists.</i></b>"
show_objectives(src)
log_admin("[key_name_admin(usr)] has wizard'ed [current].")
if("lair")
current.loc = pick(wizardstart)
@@ -732,8 +732,7 @@ datum/mind
ticker.mode.grant_changeling_powers(current)
special_role = "Changeling"
current << "<B><font color='red'>Your powers are awoken. A flash of memory returns to us...we are a changeling!</font></B>"
if(config.objectives_disabled)
current << "<font color=blue>Within the rules,</font> try to act as an opposing force to the crew. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonists.</i></b>"
show_objectives(src)
log_admin("[key_name_admin(usr)] has changeling'ed [current].")
if("autoobjectives")
if(!config.objectives_disabled)
@@ -774,10 +773,7 @@ datum/mind
current.real_name = "[syndicate_name()] Operative #[ticker.mode.syndicates.len-1]"
special_role = "Syndicate"
current << "\blue You are a [syndicate_name()] agent!"
if(config.objectives_disabled)
current << "<font color=blue>Within the rules,</font> try to act as an opposing force to the crew. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonists.</i></b>"
else
ticker.mode.forge_syndicate_objectives(src)
ticker.mode.forge_syndicate_objectives(src)
ticker.mode.greet_syndicate(src)
log_admin("[key_name_admin(usr)] has nuke op'ed [current].")
if("lair")
@@ -829,8 +825,8 @@ datum/mind
special_role = "traitor"
current << "<B>\red You are a traitor!</B>"
log_admin("[key_name_admin(usr)] has traitor'ed [current].")
if (config.objectives_disabled)
current << "<i>You have been turned into an antagonist- <font color=blue>Within the rules,</font> try to act as an opposing force to the crew- This can be via corporate payoff, personal motives, or maybe just being a dick. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonist.</i></b>"
show_objectives()
if(istype(current, /mob/living/silicon))
var/mob/living/silicon/A = current
call(/datum/game_mode/proc/add_law_zero)(A)

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@@ -136,14 +136,9 @@
newtraitor << "<B>You are now a traitor.</B>"
newtraitor.mind.special_role = "traitor"
newtraitor.hud_updateflag |= 1 << SPECIALROLE_HUD
var/obj_count = 1
newtraitor << "\blue Your current objectives:"
if(!config.objectives_disabled)
for(var/datum/objective/objective in newtraitor.mind.objectives)
newtraitor << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
else
newtraitor << "<i>You have been selected this round as an antagonist- <font color=blue>Within the rules,</font> try to act as an opposing force to the crew- This can be via corporate payoff, personal motives, or maybe just being a dick. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonist.</i></b>"
newtraitor << "<i>You have been selected this round as an antagonist!</i>"
show_objectives(newtraitor.mind)
//else
//message_admins("No new traitor being added.")
//else
@@ -194,14 +189,9 @@
traitors += character.mind
character << "\red <B>You are the traitor.</B>"
character.mind.special_role = "traitor"
if (config.objectives_disabled)
character << "<i>You have been selected this round as an antagonist- <font color=blue>Within the rules,</font> try to act as an opposing force to the crew- This can be via corporate payoff, personal motives, or maybe just being a dick. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonist.</i></b>"
else
var/obj_count = 1
character << "\blue Your current objectives:"
for(var/datum/objective/objective in character.mind.objectives)
character << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
character << "<i>You have been selected this round as an antagonist</i>!"
show_objectives(character.mind)
//else
//message_admins("New traitor roll failed. No new traitor.")
//else

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@@ -0,0 +1,449 @@
/*
* This roundtype is a replacement for the meteor round on upstream BS12 - players
* expressed the desire for quick, chaotic and violent rounds, preferrably without
* dependancy on other players.
* I wanted to call it clusterfuck, but I figure that's a bit too overt. Think of
* the children.
* ~ Zuhayr
*/
/datum/game_mode/calamity
name = "calamity"
config_tag = "calamity"
required_players = 1
votable = 0 //Remove after testing.
uplink_welcome = "Syndicate Uplink Console:"
uplink_uses = 10
//Possible roundstart antag types.
var/list/atypes = list("syndi","ling","tater","wiz","ninja","vox","slug","cult")
var/list/chosen_atypes = list()
var/list/chosen_candidates = list()
var/list/already_assigned_candidates = list()
//At one antagonist group per 10 players we are just going to go with tiny groups.
var/max_antags = 3 // Antag groups spawn with this many members.
var/antag_type_ratio = 10 // 1 antag type per this many players.
var/const/waittime_l = 600
var/const/waittime_h = 1800
/datum/game_mode/calamity/announce()
world << "<B>The current game mode is - Calamity!</B>"
world << "<B>This must be a Thursday. You never could get the hang of Thursdays...</B>"
/datum/game_mode/calamity/can_start()
if(!..())
return 0
var/antag_count = player_list.len/antag_type_ratio
if(!antag_count)
return 1
for(var/i=0;i<antag_count;i++)
var/atype
var/list/candidates = list()
while(atypes.len && candidates.len == 0) //While there are untested antag mode types and we don't have any candidates selected, loop.
atype = pick(atypes)
log_debug("Calamity: checking [atype].")
atypes -= atype
candidates = get_role_candidates(atype)
if(!candidates.len)
log_debug("Calamity mode setup failed, no antag types or candidates left.")
return 0
log_debug("Calamity: selected [atype] (possible candidates: [candidates.len])")
chosen_atypes += atype
for(var/j=0;j<max_antags;j++)
var/datum/mind/chosen_candidate = pick(candidates)
//Traitors and lings spawn THEN have roles applied; hence we don't set assigned_role here.
if(atype != "tater" && atype != "ling" && atype != "cult")
chosen_candidate.assigned_role = "MODE"
chosen_candidate.special_role = atype
chosen_candidates += chosen_candidate
if(atypes.len - i <= 0) break //Not enough valid types left to populate the remaining antag slots.
return 1
/datum/game_mode/calamity/post_setup()
if(chosen_atypes)
for(var/atype in chosen_atypes)
var/list/candidates = list()
for(var/datum/mind/player in chosen_candidates)
if(player.special_role == atype)
candidates += player
chosen_candidates -= player
if(!candidates || !candidates.len)
log_debug("No candidates for [atype].")
continue
log_debug("Calamity: spawning [atype].")
for(var/datum/mind/player in candidates)
player.special_role = get_candidate_role_text(atype)
switch(atype)
if("syndi")
spawn_syndicate(candidates)
if("ling")
spawn_changelings(candidates)
if("tater")
spawn_traitors(candidates)
if("wiz")
spawn_cabal(candidates)
if("ninja")
spawn_ninja(candidates)
if("vox")
spawn_vox_raiders(candidates)
if("slug")
spawn_borers(candidates)
if("cult")
spawn_cultists(candidates)
/datum/game_mode/calamity/declare_completion()
var/text = "<FONT size = 3><B>This terrible, terrible day has finally ended!</B></FONT><BR/>"
//Group antag objective completion.
for(var/list/L in list(src.raiders, src.syndicates, src.cult, src.wizards))
if(L.len)
var/datum/mind/M = L[1]
text = "<BR/><FONT size = 2><B>The [M.special_role][L.len == 1 ? " was" : "s were"]:</B></FONT>"
for(var/datum/mind/P in L)
text += "<br>[P.key] was [P.name] ("
if(P.current)
if(P.current.stat == DEAD)
text += "died"
else
text += "survived"
if(P.current.real_name != P.name)
text += " as [P.current.real_name]"
else
text += "body destroyed"
text += ")"
if(M.objectives.len)
text += "<BR/><FONT size = 2>Their objectives were:<FONT>"
var/num = 1
for(var/datum/objective/O in M.objectives)
text += "<BR/><B>Objective [num]:</B> [O.explanation_text]"
num++
//Single antag objective completion.
for(var/list/L in list(src.changelings, src.ninjas, src.borers, src.traitors))
if(L.len)
var/datum/mind/M = L[1]
text = "<BR/><FONT size = 2><B>The [M.special_role][L.len == 1 ? " was" : "s were"]:</B></FONT>"
for(var/datum/mind/P in L)
var/num = 1
text += "<BR/><FONT size = 2>[P.key] was [P.name].<FONT>"
if(P.objectives.len)
for(var/datum/objective/O in P.objectives)
text += "<BR/><B>Objective [num]:</B> [O.explanation_text]"
num++
..()
return 1
//Converts chosen atype to an actual role string.
/datum/game_mode/calamity/proc/get_candidate_role_text(var/role)
var/role_text
switch(role)
if("syndi")
role_text = "Syndicate Operative"
if("ling")
role_text = "Changeling"
if("tater")
role_text = "Traitor"
if("wiz")
role_text = "Cabalist"
if("ninja")
role_text = "Ninja"
if("vox")
role_text = "Vox Raider"
if("slug")
role_text = "Cortical Borer"
if("cult")
role_text = "Cultist"
return role_text
//Grabs candidate lists for various atypes.
/datum/game_mode/calamity/proc/get_role_candidates(var/role)
var/list/possible_antags = list()
switch(role)
if("syndi")
possible_antags = get_players_for_role(BE_OPERATIVE)
if("ling")
possible_antags = get_players_for_role(BE_CHANGELING)
if("tater")
possible_antags = get_players_for_role(BE_TRAITOR)
if("wiz")
possible_antags = get_players_for_role(BE_WIZARD)
if("ninja")
possible_antags = get_players_for_role(BE_NINJA)
if("vox")
possible_antags = get_players_for_role(BE_RAIDER)
if("slug")
possible_antags = get_players_for_role(BE_ALIEN)
if("cult")
possible_antags = get_players_for_role(BE_CULTIST)
var/list/filtered_antags = list()
if(possible_antags)
for(var/datum/mind/candidate in possible_antags)
if(!(candidate in already_assigned_candidates))
filtered_antags |= candidate
already_assigned_candidates |= candidate
if(filtered_antags && islist(filtered_antags))
return filtered_antags
else
return list(filtered_antags)
//Spawning procs for the various antag types.
//A LOT OF THE FOLLOWING IS COPYPASTED FROM OTHER MODES AND NEEDS
//TO BE FIXED UP. NINJA, NUKE AND CULT IN PARTICULAR ARE FUCKING AWFUL. ~ Z
/datum/game_mode/calamity/proc/spawn_syndicate(var/list/candidates)
var/obj/effect/landmark/uplinklocker = locate("landmark*Syndicate-Uplink")
var/obj/effect/landmark/nuke_spawn = locate("landmark*Nuclear-Bomb")
var/nuke_code = "[rand(10000, 99999)]"
var/leader_selected = 0
var/spawnpos = 1
for(var/datum/mind/player in candidates)
syndicates += player
if(spawnpos > synd_spawn.len)
spawnpos = 1
player.current.loc = synd_spawn[spawnpos]
player.current.real_name = "[syndicate_name()] Operative"
spawn(0)
NukeNameAssign(player)
forge_syndicate_objectives(player)
greet_syndicate(player)
equip_syndicate(player.current)
if(!leader_selected)
prepare_syndicate_leader(player, nuke_code)
leader_selected = 1
spawnpos++
update_synd_icons_added(player)
update_all_synd_icons()
if(uplinklocker)
new /obj/structure/closet/syndicate/nuclear(uplinklocker.loc)
if(nuke_spawn && synd_spawn.len > 0)
var/obj/machinery/nuclearbomb/the_bomb = new /obj/machinery/nuclearbomb(nuke_spawn.loc)
the_bomb.r_code = nuke_code
/datum/game_mode/calamity/proc/spawn_changelings(var/list/candidates)
for(var/datum/mind/player in candidates)
changelings += player
grant_changeling_powers(player.current)
player.special_role = "Changeling"
if(!config.objectives_disabled)
player.objectives += new /datum/objective/escape()
player.objectives += new /datum/objective/survive()
show_objectives(player)
greet_changeling(player)
/datum/game_mode/calamity/proc/spawn_traitors(var/list/candidates)
for(var/datum/mind/player in candidates)
traitors += player
if(!config.objectives_disabled)
player.objectives += new /datum/objective/escape()
player.objectives += new /datum/objective/survive()
show_objectives(player)
finalize_traitor(player)
greet_traitor(player)
/datum/game_mode/calamity/proc/spawn_cabal(var/list/candidates)
for(var/datum/mind/player in candidates)
wizards += player
if(!config.objectives_disabled)
player.objectives += new /datum/objective/escape()
player.objectives += new /datum/objective/survive()
show_objectives(player)
player.current.loc = pick(wizardstart)
equip_wizard(player.current)
name_wizard(player.current)
greet_wizard(player)
/datum/game_mode/calamity/proc/spawn_ninja(var/list/candidates)
//I hate that this is necessary. ~Z
for(var/obj/effect/landmark/L in landmarks_list)
if(L.name == "carpspawn")
ninjastart.Add(L)
for(var/datum/mind/player in candidates)
ninjas += player
player.current << browse(null, "window=playersetup")
player.current = create_space_ninja(pick(ninjastart))
player.current.ckey = player.key
if(player.current && !(istype(player.current,/mob/living/carbon/human))) return 0
//Ninja intro crawl goes here.
if(!config.objectives_disabled)
player.objectives += new /datum/objective/ninja_highlander()
player.objectives += new /datum/objective/survive()
show_objectives(player)
//Ninja objective announcement goes here.
//Set ninja internals.
var/mob/living/carbon/human/N = player.current
N.internal = N.s_store
N.internals.icon_state = "internal1"
if(N.wear_suit && istype(N.wear_suit,/obj/item/clothing/suit/space/space_ninja))
var/obj/item/clothing/suit/space/space_ninja/S = N.wear_suit
S:randomize_param()
/datum/game_mode/calamity/proc/spawn_vox_raiders(var/list/candidates)
//Create objectives.
var/list/raid_objectives = forge_vox_objectives()
//Create raiders.
for(var/datum/mind/player in candidates)
raiders += player
//Place them on the shuttle.
var/index = 1
if(index > raider_spawn.len)
index = 1
player.current.loc = raider_spawn[index]
index++
if(!config.objectives_disabled)
player.objectives = raid_objectives
//Equip them.
create_vox(player)
greet_vox(player)
player.current << "<b><font color='red'>Your crew is transporting cortical stacks and critical resources back to the Shoal.\
No delay or concession can be tolerated. Even putting holes in the station pales in comparison to failure.</b></font>"
spawn (rand(waittime_l, waittime_h))
send_intercept()
..()
/datum/game_mode/calamity/proc/spawn_borers(var/list/candidates)
var/list/possible_hosts = list()
for(var/mob/living/carbon/human/H in mob_list)
if(!(H.species.flags & IS_SYNTHETIC))
possible_hosts += H
for(var/datum/mind/player in candidates)
if(!possible_hosts || possible_hosts.len)
break
borers += player
var/mob/living/carbon/human/target_host = pick(possible_hosts)
possible_hosts -= target_host
var/mob/living/simple_animal/borer/roundstart/B = new(target_host)
player.current = B
B.mind = player
B.key = player.key
player.assigned_role = "Cortical Borer"
player.special_role = "Cortical Borer"
B.host = target_host
B.host_brain.name = target_host.name
B.host_brain.real_name = target_host.real_name
var/datum/organ/external/head = target_host.get_organ("head")
head.implants += B
player.current << "\blue <b>You are a cortical borer!</b> You are a brain slug that worms its way \
into the head of its victim, lurking out of sight until it needs to take control."
player.current << "You can speak to your victim with <b>say</b>, to other borers with <b>say ;</b>, and use your Alien tab for abilities."
if(!config.objectives_disabled)
player.objectives += new /datum/objective/borer_survive()
player.objectives += new /datum/objective/borer_reproduce()
player.objectives += new /datum/objective/escape()
show_objectives(player)
/datum/game_mode/calamity/proc/spawn_cultists(var/list/candidates)
//Prune the list.
var/list/jobs_to_skip = list("Chaplain","AI", "Cyborg", "Lawyer", "Head of Security", "Captain")
if(config.protect_roles_from_antagonist)
jobs_to_skip += list("Security Officer", "Warden", "Detective")
//Make cult objectives.
var/cult_objectives = list()
cult_objectives += new /datum/objective/cult_summon()
//Actually spawn cultists.
for(var/datum/mind/player in candidates)
for(var/job in jobs_to_skip)
if(player.assigned_role == job)
continue
cult += player
equip_cultist(player.current)
grant_runeword(player.current)
update_cult_icons_added(player)
player.current << "\blue <b>You are a member of the cult!<b> Your dark masters have sent you forth to serve their vile will."
player.current << "\red <b>This station sails above a weeping tear in the Cosmos. Bring the Geometer of Blood forth.</b>"
if(!config.objectives_disabled)
for(var/datum/objective/O in cult_objectives)
player.objectives += O
player.objectives += new /datum/objective/escape()
player.objectives += new /datum/objective/survive()
show_objectives(player)
player.special_role = "Cultist"

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@@ -125,23 +125,13 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
changeling.current << "<B>\red You are a changeling!</B>"
changeling.current << "<b>\red Use say \":g message\" to communicate with your fellow changelings. Remember: you get all of their absorbed DNA if you absorb them.</b>"
if(config.objectives_disabled)
changeling.current << "<font color=blue>Within the rules,</font> try to act as an opposing force to the crew. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonists.</i></b>"
if (!config.objectives_disabled)
changeling.current << "<B>You must complete the following tasks:</B>"
show_objectives(changeling)
if (changeling.current.mind)
if (changeling.current.mind.assigned_role == "Clown")
changeling.current << "You have evolved beyond your clownish nature, allowing you to wield weapons without harming yourself."
changeling.current.mutations.Remove(CLUMSY)
if (!config.objectives_disabled)
var/obj_count = 1
for(var/datum/objective/objective in changeling.objectives)
changeling.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
return
/*/datum/game_mode/changeling/check_finished()
var/changelings_alive = 0

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@@ -100,8 +100,7 @@
cult_mind.current << "\blue You are a member of the cult!"
if(!config.objectives_disabled)
memorize_cult_objectives(cult_mind)
else
cult_mind.current << "<font color=blue>Within the rules,</font> try to act as an opposing force to the crew. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonists.</i></b>"
show_objectives(cult_mind)
cult_mind.special_role = "Cultist"
spawn (rand(waittime_l, waittime_h))

View File

@@ -375,12 +375,7 @@ Malf AIs/silicons aren't added. Monkeys aren't added. Messes with objective comp
var/directive = generate_ninja_directive(side)
new_ninja << "\blue \nYou are an elite mercenary assassin of the Spider Clan, [new_ninja.real_name]. The dreaded \red <B>SPACE NINJA</B>!\blue You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training (initialize your suit by right clicking on it)! \nYour current directive is: \red <B>[directive]</B>"
new_ninja.mind.store_memory("<B>Directive:</B> \red [directive]<br>")
var/obj_count = 1
new_ninja << "\blue Your current objectives:"
for(var/datum/objective/objective in ninja_mind.objectives)
new_ninja << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
show_objectives(new_ninja.mind)
sent_ninja_to_station = 1//And we're done.
return new_ninja//Return the ninja in case we need to reference them later.

View File

@@ -481,3 +481,28 @@ proc/get_nt_opposed()
dudes += man
if(dudes.len == 0) return null
return pick(dudes)
//Announces objectives/generic antag text.
/proc/show_generic_antag_text(var/datum/mind/player)
if(player.current)
player.current << \
"You are an antagonist! <font color=blue>Within the rules,</font> \
try to act as an opposing force to the crew. Further RP and try to make sure \
other players have <i>fun</i>! If you are confused or at a loss, always adminhelp, \
and before taking extreme actions, please try to also contact the administration! \
Think through your actions and make the roleplay immersive! <b>Please remember all \
rules aside from those without explicit exceptions apply to antagonists.</b>"
/proc/show_objectives(var/datum/mind/player)
if(!player || !player.current) return
if(config.objectives_disabled)
show_generic_antag_text(player)
return
var/obj_count = 1
player.current << "\blue Your current objectives:"
for(var/datum/objective/objective in player.objectives)
player.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++

View File

@@ -2,8 +2,12 @@
VOX HEIST ROUNDTYPE
*/
var/global/list/raider_spawn = list()
var/global/list/obj/cortical_stacks = list() //Stacks for 'leave nobody behind' objective. Clumsy, rewrite sometime.
/datum/game_mode/
var/list/datum/mind/raiders = list() //Antags.
var/list/raid_objectives = list() //Raid objectives
/datum/game_mode/heist
name = "heist"
@@ -16,9 +20,6 @@ VOX HEIST ROUNDTYPE
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
var/list/raid_objectives = list() //Raid objectives.
var/list/obj/cortical_stacks = list() //Stacks for 'leave nobody behind' objective.
/datum/game_mode/heist/announce()
world << "<B>The current game mode is - Heist!</B>"
world << "<B>An unidentified bluespace signature has slipped past the Icarus and is approaching [station_name()]!</B>"
@@ -59,15 +60,6 @@ VOX HEIST ROUNDTYPE
/datum/game_mode/heist/post_setup()
//Build a list of spawn points.
var/list/turf/raider_spawn = list()
for(var/obj/effect/landmark/L in landmarks_list)
if(L.name == "voxstart")
raider_spawn += get_turf(L)
del(L)
continue
//Generate objectives for the group.
if(!config.objectives_disabled)
raid_objectives = forge_vox_objectives()
@@ -83,49 +75,57 @@ VOX HEIST ROUNDTYPE
raider.current.loc = raider_spawn[index]
index++
var/sounds = rand(2,8)
var/i = 0
var/newname = ""
while(i<=sounds)
i++
newname += pick(list("ti","hi","ki","ya","ta","ha","ka","ya","chi","cha","kah"))
var/mob/living/carbon/human/vox = raider.current
vox.real_name = capitalize(newname)
vox.name = vox.real_name
raider.name = vox.name
vox.age = rand(12,20)
vox.dna.mutantrace = "vox"
vox.set_species("Vox")
vox.languages = list() // Removing language from chargen.
vox.flavor_text = ""
vox.add_language("Vox-pidgin")
vox.h_style = "Short Vox Quills"
vox.f_style = "Shaved"
for(var/datum/organ/external/limb in vox.organs)
limb.status &= ~(ORGAN_DESTROYED | ORGAN_ROBOT)
//Now apply cortical stack.
var/datum/organ/external/E = vox.get_organ("head")
var/obj/item/weapon/implant/cortical/I = new(vox)
I.imp_in = vox
I.implanted = 1
I.part = E
E.implants += I
cortical_stacks += I
vox.equip_vox_raider()
vox.regenerate_icons()
raider.objectives = raid_objectives
create_vox(raider)
greet_vox(raider)
if(!config.objectives_disabled && raid_objectives)
raider.objectives = raid_objectives
spawn (rand(waittime_l, waittime_h))
send_intercept()
/datum/game_mode/heist/proc/is_raider_crew_safe()
/datum/game_mode/proc/create_vox(var/datum/mind/newraider)
var/sounds = rand(2,8)
var/i = 0
var/newname = ""
while(i<=sounds)
i++
newname += pick(list("ti","hi","ki","ya","ta","ha","ka","ya","chi","cha","kah"))
var/mob/living/carbon/human/vox = newraider.current
vox.real_name = capitalize(newname)
vox.name = vox.real_name
newraider.name = vox.name
vox.age = rand(12,20)
vox.dna.mutantrace = "vox"
vox.set_species("Vox")
vox.languages = list() // Removing language from chargen.
vox.flavor_text = ""
vox.add_language("Vox-pidgin")
vox.h_style = "Short Vox Quills"
vox.f_style = "Shaved"
for(var/datum/organ/external/limb in vox.organs)
limb.status &= ~(ORGAN_DESTROYED | ORGAN_ROBOT)
//Generate cortical stack.
var/datum/organ/external/affected = vox.get_organ("head")
var/obj/item/weapon/implant/cortical/I = new(vox)
I.imp_in = vox
I.implanted = 1
affected.implants += I
I.part = affected
cortical_stacks += I
vox.equip_vox_raider()
vox.regenerate_icons()
/datum/game_mode/proc/is_raider_crew_safe()
if(cortical_stacks.len == 0)
return 0
@@ -135,7 +135,7 @@ VOX HEIST ROUNDTYPE
return 0
return 1
/datum/game_mode/heist/proc/is_raider_crew_alive()
/datum/game_mode/proc/is_raider_crew_alive()
for(var/datum/mind/raider in raiders)
if(raider.current)
@@ -143,7 +143,7 @@ VOX HEIST ROUNDTYPE
return 1
return 0
/datum/game_mode/heist/proc/forge_vox_objectives()
/datum/game_mode/proc/forge_vox_objectives()
var/i = 1
var/max_objectives = pick(2,2,2,2,3,3,3,4)
@@ -171,20 +171,13 @@ VOX HEIST ROUNDTYPE
return objs
/datum/game_mode/heist/proc/greet_vox(var/datum/mind/raider)
/datum/game_mode/proc/greet_vox(var/datum/mind/raider)
raider.current << "\blue <B>You are a Vox Raider, fresh from the Shoal!</b>"
raider.current << "\blue The Vox are a race of cunning, sharp-eyed nomadic raiders and traders endemic to the frontier and much of the unexplored galaxy. You and the crew have come to the Exodus for plunder, trade or both."
raider.current << "\blue Vox are cowardly and will flee from larger groups, but corner one or find them en masse and they are vicious."
raider.current << "\blue Use :V to voxtalk, :H to talk on your encrypted channel, and don't forget to turn on your nitrogen internals!"
raider.current << "\red IF YOU HAVE NOT PLAYED A VOX BEFORE, REVIEW THIS THREAD: http://baystation12.net/forums/viewtopic.php?f=6&t=8657."
var/obj_count = 1
if(!config.objectives_disabled)
for(var/datum/objective/objective in raider.objectives)
raider.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
else
raider.current << "<font color=blue>Within the rules,</font> try to act as an opposing force to the crew or come up with other fun ideas. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonists.</i></b>"
show_objectives(raider)
/datum/game_mode/heist/declare_completion()
@@ -292,6 +285,6 @@ datum/game_mode/proc/auto_declare_completion_heist()
var/area/skipjack = locate(/area/shuttle/vox/station)
for (var/mob/living/M in skipjack.contents)
//maybe send the player a message that they've gone home/been kidnapped? Someone responsible for vox lore should write that.
Del(M)
del(M)
for (var/obj/O in skipjack.contents)
Del(O) //no hiding in lockers or anything
del(O) //no hiding in lockers or anything

View File

@@ -131,11 +131,7 @@
/datum/game_mode/proc/greet_meme(var/datum/mind/meme, var/you_are=1)
if (you_are)
meme.current << "<B>\red You are a meme!</B>"
var/obj_count = 1
for(var/datum/objective/objective in meme.objectives)
meme.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
show_objectives(meme)
return
/datum/game_mode/meme/check_finished()

View File

@@ -56,8 +56,8 @@
if(ninja.current && !(istype(ninja.current,/mob/living/carbon/human))) return 0
if(!config.objectives_disabled)
forge_ninja_objectives(ninja)
else
ninja.current << "<font color=blue>Within the rules,</font> try to act as an opposing force to the crew. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonists.</i></b>"
show_objectives(ninja)
var/mob/living/carbon/human/N = ninja.current
N.internal = N.s_store
N.internals.icon_state = "internal1"
@@ -139,11 +139,7 @@
ninja.current << "You are an elite mercenary assassin of the Spider Clan, [ninja.current.real_name]. You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor.\nYour current directive is: \red <B>[directive]</B>\n \blue Try your best to adhere to this."
ninja.store_memory("<B>Directive:</B> \red [directive]<br>")
var/obj_count = 1
ninja.current << "\blue Your current objectives:"
for(var/datum/objective/objective in ninja.objectives)
ninja.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
show_objectives(ninja)
/datum/game_mode/proc/auto_declare_completion_ninja()
if(ninjas.len)

View File

@@ -1,3 +1,10 @@
/*
NUCLEAR EMERGENCY ROUNDTYPE
*/
var/global/list/turf/synd_spawn = list()
/datum/game_mode
var/list/datum/mind/syndicates = list()
@@ -116,14 +123,6 @@
/datum/game_mode/nuclear/post_setup()
var/list/turf/synd_spawn = list()
for(var/obj/effect/landmark/A in landmarks_list)
if(A.name == "Syndicate-Spawn")
synd_spawn += get_turf(A)
del(A)
continue
var/obj/effect/landmark/uplinkdevice = locate("landmark*Syndicate-Uplink") //i will be rewriting this shortly
var/obj/effect/landmark/nuke_spawn = locate("landmark*Nuclear-Bomb")
@@ -139,8 +138,8 @@
synd_mind.current.real_name = "[syndicate_name()] Operative" // placeholder while we get their actual name
spawn(0)
NukeNameAssign(synd_mind)
if(!config.objectives_disabled)
forge_syndicate_objectives(synd_mind)
forge_syndicate_objectives(synd_mind)
greet_syndicate(synd_mind)
equip_syndicate(synd_mind.current)
@@ -188,25 +187,18 @@
/datum/game_mode/proc/forge_syndicate_objectives(var/datum/mind/syndicate)
if (config.objectives_disabled)
return
var/datum/objective/nuclear/syndobj = new
syndobj.owner = syndicate
syndicate.objectives += syndobj
/datum/game_mode/proc/greet_syndicate(var/datum/mind/syndicate, var/you_are=1)
if (you_are)
syndicate.current << "\blue You are a [syndicate_name()] agent!"
var/obj_count = 1
if(!config.objectives_disabled)
for(var/datum/objective/objective in syndicate.objectives)
syndicate.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
else
syndicate.current << "<font color=blue>Within the rules,</font> try to act as an opposing force to the crew. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonists.</i></b>"
return
show_objectives(syndicate)
/datum/game_mode/proc/random_radio_frequency()
return 1337 // WHY??? -- Doohl

View File

@@ -930,4 +930,42 @@ datum/objective/heist/inviolate_death
explanation_text = "Follow the Inviolate. Minimise death and loss of resources."
check_completion()
if(vox_kills > MAX_VOX_KILLS) return 0
return 1
return 1
//Borer objective(s).
/datum/objective/borer_survive
explanation_text = "Survive in a host until the end of the round."
/datum/objective/borer_survive/check_completion()
if(owner)
var/mob/living/simple_animal/borer/B = owner
if(istype(B) && B.stat < 2 && B.host && B.host.stat < 2) return 1
return 0
/datum/objective/borer_reproduce
explanation_text = "Reproduce at least once."
/datum/objective/borer_reproduce/check_completion()
if(owner && owner.current)
var/mob/living/simple_animal/borer/B = owner.current
if(istype(B) && B.has_reproduced) return 1
return 0
/datum/objective/ninja_highlander
explanation_text = "You aspire to be a Grand Master of the Spider Clan. Kill all of your fellow acolytes."
/datum/objective/ninja_highlander/check_completion()
if(owner)
for(var/datum/mind/ninja in ticker.mode.ninjas)
if(ninja != owner)
if(ninja.current.stat < 2) return 0
return 1
return 0
/datum/objective/cult_summon
explanation_text = "Summon Nar-Sie via the use of the appropriate rune (Hell join self). It will only work if nine cultists stand on and around it."
/datum/objective/cult_summon/check_completion()
if(locate(/obj/machinery/singularity/narsie/large) in machines) return 1
return 0

View File

@@ -118,16 +118,13 @@
rev_mind.objectives += rev_obj
/datum/game_mode/proc/greet_revolutionary(var/datum/mind/rev_mind, var/you_are=1)
var/obj_count = 1
rev_mind.special_role = "Head Revolutionary"
if (you_are)
rev_mind.current << "\blue You are a member of the revolutionaries' leadership!"
if(!config.objectives_disabled)
for(var/datum/objective/objective in rev_mind.objectives)
rev_mind.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
rev_mind.special_role = "Head Revolutionary"
obj_count++
else
rev_mind.current << "<font color=blue>Within the rules,</font> try to act as an opposing force to the crew. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonists.</i></b>"
show_objectives(rev_mind)
/////////////////////////////////////////////////////////////////////////////////
//This are equips the rev heads with their gear, and makes the clown not clumsy//
@@ -198,8 +195,7 @@
revolutionaries += rev_mind
rev_mind.current << "\red <FONT size = 3> You are now a revolutionary! Help your cause. Do not harm your fellow freedom fighters. You can identify your comrades by the red \"R\" icons, and your leaders by the blue \"R\" icons. Help them kill the heads to win the revolution!</FONT>"
rev_mind.special_role = "Revolutionary"
if(config.objectives_disabled)
rev_mind.current << "<font color=blue>Within the rules,</font> try to act as an opposing force to the crew. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonists.</i></b>"
show_objectives(rev_mind)
update_rev_icons_added(rev_mind)
return 1
//////////////////////////////////////////////////////////////////////////////

View File

@@ -87,11 +87,8 @@
update_rev_icons_added(rev_mind)
for(var/datum/mind/rev_mind in head_revolutionaries)
var/obj_count = 1
rev_mind.current << "\blue You are a member of the revolutionaries' leadership!"
for(var/datum/objective/objective in rev_mind.objectives)
rev_mind.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
show_objectives(rev_mind)
spawn (rand(waittime_l, waittime_h))
send_intercept()

View File

@@ -78,16 +78,10 @@
send_intercept()
/datum/game_mode/revolution/rp_revolution/greet_revolutionary(var/datum/mind/rev_mind, var/you_are=1)
var/obj_count = 1
rev_mind.special_role = "Head Revolutionary"
if (you_are)
rev_mind.current << "\blue You are a member of the revolutionaries' leadership!"
if(!config.objectives_disabled)
for(var/datum/objective/objective in rev_mind.objectives)
rev_mind.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
rev_mind.special_role = "Head Revolutionary"
obj_count++
else
rev_mind.current << "<font color=blue>Within the rules,</font> try to act as an opposing force to the crew. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonists.</i></b>"
show_objectives(rev_mind)
// Show each head revolutionary up to 3 candidates
var/list/already_considered = list()
@@ -113,8 +107,7 @@
revolutionaries += rev_mind
rev_mind.current << "\red <FONT size = 3> You are now a revolutionary! Help your cause. Do not harm your fellow freedom fighters. You can identify your comrades by the red \"R\" icons, and your leaders by the blue \"R\" icons. Help them kill, capture or convert the heads to win the revolution!</FONT>"
rev_mind.special_role = "Revolutionary"
if(config.objectives_disabled)
rev_mind.current << "<font color=blue>Within the rules,</font> try to act as an opposing force to the crew. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonists.</i></b>"
show_objectives(rev_mind)
update_rev_icons_added(rev_mind)
H.hud_updateflag |= 1 << SPECIALROLE_HUD
return 1

View File

@@ -135,14 +135,7 @@
/datum/game_mode/proc/greet_traitor(var/datum/mind/traitor)
traitor.current << "<B><font size=3 color=red>You are the traitor.</font></B>"
if (!config.objectives_disabled)
var/obj_count = 1
for(var/datum/objective/objective in traitor.objectives)
traitor.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
else
traitor.current << "<i>You have been selected this round as an antagonist- <font color=blue>Within the rules,</font> try to act as an opposing force to the crew- This can be via corporate payoff, personal motives, or maybe just being a dick. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonist.</i></b>"
return
show_objectives(traitor)
/datum/game_mode/proc/finalize_traitor(var/datum/mind/traitor)

View File

@@ -13,10 +13,8 @@
survive.owner = H.mind
H.mind.objectives += survive
H << "<B>You are the survivor! Your own safety matters above all else, trust no one and kill anyone who gets in your way. However, armed as you are, now would be the perfect time to settle that score or grab that pair of yellow gloves you've been eyeing...</B>"
var/obj_count = 1
for(var/datum/objective/OBJ in H.mind.objectives)
H << "<B>Objective #[obj_count]</B>: [OBJ.explanation_text]"
obj_count++
show_objectives(H.mind)
var/randomize = pick("taser","egun","laser","revolver","detective","smg","nuclear","deagle","gyrojet","pulse","silenced","cannon","doublebarrel","shotgun","combatshotgun","mateba","smg","uzi","crossbow","saw")
switch (randomize)
if("taser")

View File

@@ -135,16 +135,7 @@
/datum/game_mode/proc/greet_wizard(var/datum/mind/wizard, var/you_are=1)
if (you_are)
wizard.current << "<B>\red You are the Space Wizard!</B>"
wizard.current << "<B>The Space Wizards Federation has given you the following tasks:</B>"
if(!config.objectives_disabled)
var/obj_count = 1
for(var/datum/objective/objective in wizard.objectives)
wizard.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
else
wizard.current << "<font color=blue>Within the rules,</font> try to act as an opposing force to the crew. Further RP and try to make sure other players have </i>fun<i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonists.</i></b>"
return
show_objectives(wizard)
/*/datum/game_mode/proc/learn_basic_spells(mob/living/carbon/human/wizard_mob)
if (!istype(wizard_mob))

View File

@@ -86,11 +86,7 @@
M << "<B>You have joined the ranks of the Syndicate and become a traitor to the station!</B>"
message_admins("[N]/([N.ckey]) has accepted a traitor objective from a syndicate beacon.")
var/obj_count = 1
for(var/datum/objective/OBJ in M.mind.objectives)
M << "<B>Objective #[obj_count]</B>: [OBJ.explanation_text]"
obj_count++
show_objectives(M.mind)
src.add_fingerprint(usr)
src.updateUsrDialog()

View File

@@ -66,11 +66,7 @@
silence.owner = user.mind
user.mind.objectives += silence
var/obj_count = 1
for(var/datum/objective/OBJ in user.mind.objectives)
user << "<B>Objective #[obj_count]</B>: [OBJ.explanation_text]"
obj_count++
show_objectives(user.mind)
user << "You have a very bad feeling about this."
return

View File

@@ -81,6 +81,14 @@
ninjastart += loc
del(src)
if("voxstart")
raider_spawn += loc
del(src)
if("Syndicate-Spawn")
synd_spawn += loc
del(src)
landmarks_list += src
return 1

View File

@@ -481,6 +481,9 @@
if(ticker.mode.traitors.len)
dat += check_role_table("Traitors", ticker.mode.traitors, src)
if(ticker.mode.borers.len)
dat += check_role_table("Cortical Borers", ticker.mode.borers, src)
var/datum/game_mode/mutiny/mutiny = get_mutiny_mode()
if(mutiny)
dat += mutiny.check_antagonists_ui(src)

View File

@@ -533,7 +533,7 @@ client/proc/one_click_antag()
if(ticker.mode && ( istype( ticker.mode,/datum/game_mode/heist ) ) )
var/datum/game_mode/heist/M = ticker.mode
M.cortical_stacks += I
cortical_stacks += I
M.raiders[new_vox.mind] = I
ticker.mode.traitors += new_vox.mind

View File

@@ -20,10 +20,7 @@
H.mind.objectives += hijack_objective
H << "<B>You are the traitor.</B>"
var/obj_count = 1
for(var/datum/objective/OBJ in H.mind.objectives)
H << "<B>Objective #[obj_count]</B>: [OBJ.explanation_text]"
obj_count++
show_objectives(H.mind)
for (var/obj/item/I in H)
if (istype(I, /obj/item/weapon/implant))

View File

@@ -30,6 +30,10 @@ var/scheduledEvent = null
playercount_modifier = 0.9
if(36 to 100000)
playercount_modifier = 0.8
if(ticker.mode && ticker.mode.name == "calamity") //Calamity mode lowers the time required between events drastically.
playercount_modifier = playercount_modifier * 0.3
var/next_event_delay = rand(eventTimeLower, eventTimeUpper) * playercount_modifier
scheduledEvent = world.timeofday + next_event_delay
log_debug("Next event in [next_event_delay/600] minutes.")

View File

@@ -54,23 +54,25 @@
//Mob specific holders.
/obj/item/weapon/holder/diona
name = "diona nymph"
desc = "It's a tiny plant critter."
icon_state = "nymph"
origin_tech = "magnets=3;biotech=5"
/obj/item/weapon/holder/drone
name = "maintenance drone"
desc = "It's a small maintenance robot."
icon_state = "drone"
origin_tech = "magnets=3;engineering=5"
/obj/item/weapon/holder/cat
name = "cat"
desc = "It's a cat. Meow."
icon_state = "cat"
origin_tech = null
origin_tech = null
/obj/item/weapon/holder/borer
name = "cortical borer"
desc = "It's a slimy brain slug. Gross."
icon_state = "borer"
origin_tech = "biotech=6"

View File

@@ -1,6 +1,6 @@
/mob/living/carbon/Life()
..()
// Increase germ_level regularly
if(germ_level < GERM_LEVEL_AMBIENT && prob(30)) //if you're just standing there, you shouldn't get more germs beyond an ambient level
germ_level++
@@ -14,7 +14,7 @@
src.nutrition -= HUNGER_FACTOR/10
if((FAT in src.mutations) && src.m_intent == "run" && src.bodytemperature <= 360)
src.bodytemperature += 2
// Moving around increases germ_level faster
if(germ_level < GERM_LEVEL_MOVE_CAP && prob(8))
germ_level++
@@ -206,7 +206,7 @@
if (istype(src,/mob/living/carbon/human) && src:w_uniform)
var/mob/living/carbon/human/H = src
H.w_uniform.add_fingerprint(M)
if(lying)
src.sleeping = max(0,src.sleeping-5)
if(src.sleeping == 0)
@@ -216,7 +216,7 @@
else
M.visible_message("<span class='notice'>[M] hugs [src] to make [t_him] feel better!</span>", \
"<span class='notice'>You hug [src] to make [t_him] feel better!</span>")
AdjustParalysis(-3)
AdjustStunned(-3)
AdjustWeakened(-3)
@@ -470,9 +470,10 @@
return
if(B.chemicals >= 100)
src << "\red <B>Your host twitches and quivers as you rapdly excrete several larvae from your sluglike body.</B>"
src << "\red <B>Your host twitches and quivers as you rapidly excrete a larva from your sluglike body.</B>"
visible_message("\red <B>[src] heaves violently, expelling a rush of vomit and a wriggling, sluglike creature!</B>")
B.chemicals -= 100
B.has_reproduced = 1
new /obj/effect/decal/cleanable/vomit(get_turf(src))
playsound(loc, 'sound/effects/splat.ogg', 50, 1)

View File

@@ -1,6 +1,9 @@
/datum/game_mode/var/list/borers = list()
/mob/living/captive_brain
name = "host brain"
real_name = "host brain"
universal_understand = 1
/mob/living/captive_brain/say(var/message)
@@ -45,6 +48,8 @@
friendly = "prods"
wander = 0
pass_flags = PASSTABLE
universal_understand = 1
holder_type = /obj/item/weapon/holder/borer
var/used_dominate
var/chemicals = 10 // Chemicals used for reproduction and spitting neurotoxin.
@@ -53,6 +58,11 @@
var/mob/living/captive_brain/host_brain // Used for swapping control of the body back and forth.
var/controlling // Used in human death check.
var/docile = 0 // Sugar can stop borers from acting.
var/has_reproduced
var/roundstart
/mob/living/simple_animal/borer/roundstart
roundstart = 1
/mob/living/simple_animal/borer/Life()
@@ -96,9 +106,7 @@
..()
truename = "[pick("Primary","Secondary","Tertiary","Quaternary")] [rand(1000,9999)]"
host_brain = new/mob/living/captive_brain(src)
request_player()
if(!roundstart) request_player()
/mob/living/simple_animal/borer/say(var/message)
@@ -338,7 +346,7 @@
detatch()
mob/living/simple_animal/borer/proc/detatch()
/mob/living/simple_animal/borer/proc/detatch()
if(!host) return
@@ -530,7 +538,7 @@ mob/living/simple_animal/borer/proc/detatch()
src << text("\blue You have stopped hiding.")
//Procs for grabbing players.
mob/living/simple_animal/borer/proc/request_player()
/mob/living/simple_animal/borer/proc/request_player()
for(var/mob/dead/observer/O in player_list)
if(jobban_isbanned(O, "Syndicate"))
continue
@@ -538,7 +546,7 @@ mob/living/simple_animal/borer/proc/request_player()
if(O.client.prefs.be_special & BE_ALIEN)
question(O.client)
mob/living/simple_animal/borer/proc/question(var/client/C)
/mob/living/simple_animal/borer/proc/question(var/client/C)
spawn(0)
if(!C) return
var/response = alert(C, "A cortical borer needs a player. Are you interested?", "Cortical borer request", "Yes", "No", "Never for this round")
@@ -549,7 +557,7 @@ mob/living/simple_animal/borer/proc/question(var/client/C)
else if (response == "Never for this round")
C.prefs.be_special ^= BE_ALIEN
mob/living/simple_animal/borer/proc/transfer_personality(var/client/candidate)
/mob/living/simple_animal/borer/proc/transfer_personality(var/client/candidate)
if(!candidate)
return
@@ -558,3 +566,4 @@ mob/living/simple_animal/borer/proc/transfer_personality(var/client/candidate)
src.ckey = candidate.ckey
if(src.mind)
src.mind.assigned_role = "Cortical Borer"
src.mind.special_role = "Cortical Borer"