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Aurora.3/code/modules/cargo/bounty.dm
2020-08-03 12:02:52 +02:00

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#define BOUNTY_MIN 1000
#define BOUNTY_MAX 15000
#define BOUNTY_NUM_LOW 1
#define BOUNTY_NUM_MED 2
#define BOUNTY_NUM_HIGH 3
/datum/bounty
var/name
var/description
var/reward = BOUNTY_MIN // In credits. Mostly a fallback
var/reward_low = 0 //If 0, uses reward value instead
var/reward_high = 0 //If 0, uses reward value instead. Must be higher than reward_low
var/claimed = FALSE
var/high_priority = FALSE
/datum/bounty/New()
if(reward_low > 0 && reward_high > reward_low)
reward = round(rand(reward_low, reward_high), 100)
description = replacetext(description, "%DOCKNAME",current_map.dock_name)
description = replacetext(description, "%DOCKSHORT",current_map.dock_short)
description = replacetext(description, "%BOSSNAME",current_map.boss_name)
description = replacetext(description, "%BOSSSHORT",current_map.boss_short)
description = replacetext(description, "%COMPNAME",current_map.company_name)
description = replacetext(description, "%COMPSHORT",current_map.company_short)
description = replacetext(description, "%PERSONNAME","[pick("Trooper", "Commander", "Agent", "Director", "Doctor")] [pick(last_names)]")
// Displayed on bounty UI screen.
/datum/bounty/proc/completion_string()
return ""
// Displayed on bounty UI screen.
/datum/bounty/proc/reward_string()
return "[reward] Credits"
/datum/bounty/proc/can_claim()
return !claimed
// Called when the claim button is clicked. Override to provide fancy rewards.
/datum/bounty/proc/claim()
if(can_claim())
SScargo.charge_cargo("Bounty Reward for: [name]", -reward)
claimed = TRUE
return TRUE
return FALSE
// If an item sent in the cargo shuttle can satisfy the bounty.
/datum/bounty/proc/applies_to(obj/O)
return FALSE
// Called when an object is shipped on the cargo shuttle.
/datum/bounty/proc/ship(obj/O)
return
// When randomly generating the bounty list, duplicate bounties must be avoided.
// This proc is used to determine if two bounties are duplicates, or incompatible in general.
/datum/bounty/proc/compatible_with(var/datum/other_bounty)
return TRUE
/datum/bounty/proc/mark_high_priority(scale_reward = 2)
if(high_priority)
return
high_priority = TRUE
reward = min(round(reward * scale_reward), BOUNTY_MAX) //15k limit
//Generates a list of available bounties to be displayed
/datum/controller/subsystem/cargo/proc/get_bounty_list()
var/list/bounties = list()
for(var/datum/bounty/B in bounties_list)
var/list/bounty = list()
bounty["name"] = B.name
bounty["description"] = B.description
bounty["reward_string"] = B.reward_string()
bounty["completion_string"] = B.completion_string()
bounty["can_claim"] = B.can_claim()
bounty["claimed"] = B.claimed
bounty["high_priority"] = B.high_priority
if(bounty["can_claim"])
bounty["background"] = "'background-color:#4F7529;'"
else if(bounty["claimed"])
bounty["background"] = "'background-color:#294675;'"
else
bounty["background"] = "'background-color:#990000;'"
bounties.Add(list(bounty))
return bounties
// This proc is called when the shuttle docks at CentCom.
// It handles items shipped for bounties.
/datum/controller/subsystem/cargo/proc/bounty_ship_item_and_contents(atom/movable/AM, dry_run=FALSE)
var/list/matched_one = FALSE
var/list/contents = list()
contents += AM
contents += AM.GetAllContents()
for(var/thing in reverseRange(contents))
var/matched_this = FALSE
for(var/datum/bounty/B in bounties_list)
if(B.applies_to(thing))
matched_one = TRUE
matched_this = TRUE
if(!dry_run)
B.ship(thing)
if(!dry_run && matched_this)
qdel(thing)
return matched_one
// Returns FALSE if the bounty is incompatible with the current bounties.
/datum/controller/subsystem/cargo/proc/try_add_bounty(datum/bounty/new_bounty)
if(!new_bounty || !new_bounty.name || !new_bounty.description)
return FALSE
for(var/i in bounties_list)
var/datum/bounty/B = i
if(!B.compatible_with(new_bounty) || !new_bounty.compatible_with(B))
return FALSE
bounties_list += new_bounty
return TRUE
// Returns a new bounty of random type, but does not add it to bounties_list.
/datum/controller/subsystem/cargo/proc/random_bounty(var/category)
if(!category)
category = rand(1, 10)
switch(category)
if(1)
var/subtype = pick(subtypesof(/datum/bounty/item/assistant))
return new subtype
if(2)
var/subtype = pick(subtypesof(/datum/bounty/item/engineer))
return new subtype
if(3)
var/subtype = pick(subtypesof(/datum/bounty/item/chef))
return new subtype
if(4)
var/subtype = pick(subtypesof(/datum/bounty/item/security))
return new subtype
if(5)
if(rand(2) == 1)
return new /datum/bounty/reagent/simple_drink
return new /datum/bounty/reagent/complex_drink
if(6)
return new /datum/bounty/reagent/chemical
if(7)
var/subtype = pick(subtypesof(/datum/bounty/item/science))
return new subtype
if(8)
var/subtype = pick(subtypesof(/datum/bounty/item/hydroponicist))
return new subtype
if(9)
var/subtype = pick(subtypesof(/datum/bounty/item/bot))
return new subtype
if(10)
var/subtype = pick(subtypesof(/datum/bounty/weapon_prototype))
return new subtype
//A abstraction to simplify adding new bounties
/datum/controller/subsystem/cargo/proc/add_bounty_abstract(var/string,var/number)
if(string=="random")
if(try_add_bounty(random_bounty(number)))
return "Added random bounty"
else
return "Failed to add random bounty"
else
var/datum/bounty/b = text2path(string)
if(b && try_add_bounty(new b))
return "Added bounty [b.name]"
else
return "Failed to add bounty"
// Called lazily at startup to populate bounties_list with random bounties.
/datum/controller/subsystem/cargo/proc/setupBounties()
for(var/i = 0; i < BOUNTY_NUM_HIGH; i++)
CHECK_TICK
var/datum/bounty/subtype = pick(subtypesof(/datum/bounty/item/assistant))
try_add_bounty(new subtype)
for(var/i = 0; i < BOUNTY_NUM_HIGH; i++)
CHECK_TICK
var/list/subtypes = subtypesof(/datum/bounty/item/bot)
subtypes += subtypesof(/datum/bounty/item/science)
var/datum/bounty/subtype = pick(subtypes)
try_add_bounty(new subtype)
for(var/i = 0; i < BOUNTY_NUM_MED; i++)
CHECK_TICK
var/datum/bounty/subtype = pick(subtypesof(/datum/bounty/item/chef))
try_add_bounty(new subtype)
for(var/i = 0; i < BOUNTY_NUM_MED; i++)
CHECK_TICK
var/datum/bounty/subtype = pick(subtypesof(/datum/bounty/item/hydroponicist))
try_add_bounty(new subtype)
for(var/i = 0; i < BOUNTY_NUM_HIGH; i++)
CHECK_TICK
var/list/subtypes = subtypesof(/datum/bounty/item/security)
subtypes += subtypesof(/datum/bounty/item/engineer)
var/datum/bounty/subtype = pick(subtypes)
try_add_bounty(new subtype)
for(var/i = 0; i < BOUNTY_NUM_LOW; i++)
CHECK_TICK
var/list/subtypes = subtypesof(/datum/bounty/weapon_prototype)
subtypes += subtypesof(/datum/bounty/item/slime)
var/datum/bounty/subtype = pick(subtypes)
try_add_bounty(new subtype)
//add one of each reagent, then another one picked at random
try_add_bounty(new /datum/bounty/reagent/simple_drink)
try_add_bounty(new /datum/bounty/reagent/complex_drink)
try_add_bounty(new /datum/bounty/reagent/chemical)
var/datum/bounty/r_subtype = pick(subtypesof(/datum/bounty/reagent))
try_add_bounty(new r_subtype)
//phoron arc bounties. remove when arc is done.
var/datum/bounty/item/phoron_bounty = pick(/datum/bounty/item/phoron_sheet, /datum/bounty/item/phoron_canister)
try_add_bounty(new phoron_bounty)
//uncomment the below two lines when phoron scarcity arc is done
//var/datum/bounty/B = pick(bounties_list)
//B.mark_high_priority()
// Generate these last so they can't be high priority.
try_add_bounty(new /datum/bounty/more_bounties)
/datum/controller/subsystem/cargo/proc/completed_bounty_count()
var/count = 0
for(var/i in bounties_list)
var/datum/bounty/B = i
if(B.claimed)
++count
return count