Files
Aurora.3/code/unused/gamemodes/ruby.dm
baloh.matevz e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00

285 lines
8.3 KiB
Plaintext

// RUBY MODE
// There is a weapon of some sort that spawns on the station
// It calls out to crew members in an effort to find a wielder
// The wielder is made an abomination - they're given a grotesque mask and special powers
// The Abomination wins by murdering the entire crew, then himself
// The crew wins by destroying the weapon
/datum/game_mode/ruby
name = "ruby"
config_tag = "ruby"
var/datum/mind/abomination
var/finished = 0
var/abominationwins = 0
var/winnerkey
var/obj/macguffin
var/list/killed = list()
var/respawns = 0
/datum/game_mode/ruby/post_setup()
var/list/possible_abominations = get_possible_abominations()
if(possible_abominations.len>0)
abomination = pick(possible_abominations)
/*
if(istype(ruby))
abomination.special_role = "abomination"
if(wizardstart.len == 0)
wizard.current << "<B>\red A starting location for you could not be found, please report this bug!</B>"
else
var/starting_loc = pick(wizardstart)
wizard.current.loc = starting_loc
for (var/obj/effects/landmark/A in world)
if (A.name == "Teleport-Scroll")
new /obj/item/weapon/teleportation_scroll(A.loc)
del(A)
continue
*/
/datum/game_mode/ruby/check_finished()
if(!macguffin || abominationwins)
return 1
else
return 0
/datum/game_mode/ruby/declare_completion()
if(abominationwins)
world << "<B>The Abomination has murdered the station and sacrificed himself to Cjopaze!</B> (played by [winnerkey])"
else
world << "<B>The Abomination has been stopped and Cjopaze's influence resisted! The station lives another day,</B>"
if(killed.len > 0)
world << "Those who were sacrificed shall be remembered: "
for(var/mob/M in killed)
if(M)
world << "[M.real_name]"
/*
for(var/datum/mind/traitor in traitors)
var/traitorwin = 1
var/traitor_name
if(traitor.current)
traitor_name = "[traitor.current.real_name] (played by [traitor.key])"
else
traitor_name = "[traitor.key] (character destroyed)"
world << "<B>The syndicate traitor was [traitor_name]</B>"
var/count = 1
for(var/datum/objective/objective in traitor.objectives)
if(objective.check_completion())
world << "<B>Objective #[count]</B>: [objective.explanation_text] \green <B>Success</B>"
else
world << "<B>Objective #[count]</B>: [objective.explanation_text] \red Failed"
traitorwin = 0
count++
if(traitorwin)
world << "<B>The traitor was successful!<B>"
else
world << "<B>The traitor has failed!<B>"
*/
return 1
/datum/game_mode/ruby/proc/spawn_macguffin()
/datum/game_mode/ruby/proc/get_possible_abominations()
/mob/proc/make_abomination()
src.see_in_dark = 20
src.verbs += /client/proc/planar_shift
src.verbs += /client/proc/vile_ressurection
src.verbs += /client/proc/defile_corpse
src.verbs += /client/proc/summon_weapon
src.verbs += /client/proc/sacrifice_self
src.verbs += /client/proc/hunt
src.verbs += /client/proc/howl
var/datum/game_mode/ruby/rmode = ticker.mode
rmode.abomination = src.mind
return
/client/proc/planar_shift()
set name = "Planar Shift"
set category = "Abomination"
// This is a pretty shitty way to do this. Should use the spell_holder method from Wizard mode
/*
if(!usr.incorporeal_move)
usr.sight |= SEE_MOBS
usr.sight |= SEE_OBJS
usr.sight |= SEE_TURFS
//usr.density = 0
usr.incorporeal_move = 1
else
usr.sight &= ~SEE_MOBS
usr.sight &= ~SEE_TURFS
usr.sight &= ~SEE_OBJS
usr.density = 1
usr.incorporeal_move = 0
src.verbs -= /client/proc/planar_shift
spawn(300) src.verbs += /client/proc/planar_shift
*/
/client/proc/vile_ressurection()
set name = "Vile Ressurection"
set category = "Abomination"
if(src.mob.stat != 2 || !src.mob)
return
if(ticker.mode:respawns > 0)
// spawn a new body
ticker.mode:respawns -= 1
else
// nope
/client/proc/defile_corpse(var/mob/living/carbon/human/H in view())
set name = "Defile Corpse"
set category = "Abomination"
if(istype(H, /mob/living/carbon/human))
var/datum/game_mode/ruby/rmode = ticker.mode
rmode.killed.Add(H)
ticker.mode:respawns += 1
var/fluffmessage = pick("\red <B>[usr] rips the flesh from [H]'s corpse and plucks their eyes from their sockets!</B>", "\red <B>[usr] does unspeakable things to [H]'s corpse!</B>", "\red <B>[usr] binds [H]'s corpse with their own entrails!</B>")
usr.visible_message(fluffmessage)
// play sound
/client/proc/summon_weapon()
set name = "Summon Weapon"
set category = "Abomination"
for(var/obj/item/weapon/rubyweapon/w in world)
if(istype(w, /obj/item/weapon/rubyweapon))
if(istype(w.loc, /mob))
var/mob/M = w.loc
M.drop_item()
w.loc = usr.loc
else
w.loc = usr.loc
src.verbs -= /client/proc/summon_weapon
spawn(300) src.verbs += /client/proc/summon_weapon
return
/client/proc/sacrifice_self()
set name = "Sacrifice Self"
set category = "Abomination"
set desc = "Everything must come to an end. After you have freed them, you must free yourself."
for(var/mob/living/carbon/human/H in world)
if(!H.client || H.client == src)
continue
src << "Your work is not done. You will not find release until they are all free."
return
usr.gib(1)
ticker.mode:abominationwins = 1
/client/proc/hunt()
set name = "Hunt"
set category = "Abomination"
set desc = ""
var/list/candidates = list()
for(var/mob/living/carbon/human/H in world)
if(!H.client || H.client == src) continue
//if(!H.client) continue
candidates.Add(H)
usr.visible_message(text("\red <B>[usr]'s flesh ripples and parts, revealing dozens of eyes poking from its surface. They all glance wildly around for a few moments before receding again.</B>"))
var/mob/living/carbon/human/H = pick(candidates)
if(!H) return
var/filename="crmap[ckey].tmp"
var/html="<html><body bgcolor=black><table border=0 cellspacing=0 cellpadding=0>"
var/denytypes[0]
var/tilesizex=32
var/tilesizey=32
//If the temp. file exists, delete it
src << browse("<h2>Sensing prey...</h2>", "window=hunt")
if (fexists(filename)) fdel(filename)
//Display everything in the world
for (var/y=H.y-3,y<=H.y+3,y++)
html+="</tr><tr>"
text2file(html,filename)
html=""
sleep(-1)
//for (var/x=H.x-5,x<=H.x+5,x++)
for(var/x=H.x-3, x<=H.x+3, x++)
//Turfs
var/turf/T=locate(x,y,H.z)
if (!T) continue
var/icon/I=icon(T.icon,T.icon_state)
var/imgstring=dd_replacetext("[T.type]-[T.icon_state]","/","_")
//Movable atoms
for (var/atom/movable/A in T)
//Make sure it's allowed to be displayed
var/allowed=1
for (var/X in denytypes)
if (istype(A,X))
allowed=0
break
if (!allowed) continue
if (A.icon) I.Blend(icon(A.icon,A.icon_state,A.dir),ICON_OVERLAY)
imgstring+=dd_replacetext("__[A.type]_[A.icon_state]","/","_")
//Output it
src << browse_rsc(I,"[imgstring].dmi")
html+="<td><img src=\"[imgstring].dmi\" width=[tilesizex] height=[tilesizey]></td>"
text2file("</table></body></html>",filename)
//Display it
src << browse(file(filename),"window=hunt")
/client/proc/howl() // This is just a way for the Abomination to make the game more atmospheric periodically.
set name = "Howl"
set category = "Abomination"
set desc = ""
usr.visible_message(text("\red <B>[usr]'s form warbles and distorts before settling back into its grotesque shape once more.</B>"))
// Play a random spooky sound - maybe cause some visual, non-mechanical effects to appear at random for a few seconds.
src.verbs -= /client/proc/howl
spawn(rand(300,1800)) src.verbs += /client/proc/howl
/obj/item/weapon/rubyweapon
desc = ""
name = "wepon"
icon_state = "wepon"
w_class = 3.0
throwforce = 60.0
throw_speed = 2
throw_range = 20
force = 24.0
var/mob/owner
proc/check_owner()
if(!owner)
sleep(300)
if(!owner)
spawn() search_for_new_owner()
else
spawn(1800) check_owner()
proc/search_for_new_owner()
var/list/possible_owners = list()
for(var/mob/living/carbon/human/H in world)
possible_owners.Add(H)
var/mob/living/carbon/human/H = pick(possible_owners)
// Send message to H
// Take a snapshot of the item's location, browse it to H
spawn(rand(600,1800)) search_for_new_owner()
attack_self(mob/user as mob)
// Blow all lights nearby