Merge upstream

This commit is contained in:
Jordan Brown
2017-06-08 16:30:35 -04:00
23 changed files with 248 additions and 175 deletions
+6 -1
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@@ -426,5 +426,10 @@ GLOBAL_LIST_INIT(ghost_others_options, list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
#define GIBTONITE_STABLE 2
#define GIBTONITE_DETONATE 3
//Gangster starting influences
#define GANGSTER_SOLDIER_STARTING_INFLUENCE 5
#define GANGSTER_BOSS_STARTING_INFLUENCE 20
//for obj explosion block calculation
#define EXPLOSION_BLOCK_PROC -1
#define EXPLOSION_BLOCK_PROC -1
+1 -6
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@@ -2,11 +2,6 @@
//Misc mob defines
//Ready states at roundstart for mob/dead/new_player
#define PLAYER_NOT_READY 0
#define PLAYER_READY_TO_PLAY 1
#define PLAYER_READY_TO_OBSERVE 2
//movement intent defines for the m_intent var
#define MOVE_INTENT_WALK "walk"
#define MOVE_INTENT_RUN "run"
@@ -133,4 +128,4 @@
#define INCORPOREAL_MOVE_BASIC 1
#define INCORPOREAL_MOVE_SHADOW 2 // leaves a trail of shadows
#define INCORPOREAL_MOVE_JAUNT 3 // is blocked by holy water/salt
#define INCORPOREAL_MOVE_JAUNT 3 // is blocked by holy water/salt
+3 -3
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@@ -224,7 +224,7 @@ SUBSYSTEM_DEF(job)
//Get the players who are ready
for(var/mob/dead/new_player/player in GLOB.player_list)
if(player.ready == PLAYER_READY_TO_PLAY && player.mind && !player.mind.assigned_role)
if(player.ready && player.mind && !player.mind.assigned_role)
unassigned += player
initial_players_to_assign = unassigned.len
@@ -456,7 +456,7 @@ SUBSYSTEM_DEF(job)
var/level5 = 0 //banned
var/level6 = 0 //account too young
for(var/mob/dead/new_player/player in GLOB.player_list)
if(!(player.ready == PLAYER_READY_TO_PLAY && player.mind && !player.mind.assigned_role))
if(!(player.ready && player.mind && !player.mind.assigned_role))
continue //This player is not ready
if(jobban_isbanned(player, job.title))
level5++
@@ -489,7 +489,7 @@ SUBSYSTEM_DEF(job)
Debug("Popcap overflow Check observer located, Player: [player]")
to_chat(player, "<b>You have failed to qualify for any job you desired.</b>")
unassigned -= player
player.ready = PLAYER_NOT_READY
player.ready = 0
/datum/controller/subsystem/job/Recover()
+2 -12
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@@ -83,8 +83,6 @@ SUBSYSTEM_DEF(ticker)
window_flash(C, ignorepref = TRUE) //let them know lobby has opened up.
to_chat(world, "<span class='boldnotice'>Welcome to [station_name()]!</span>")
current_state = GAME_STATE_PREGAME
//Everyone who wants to be an observer is now spawned
create_observers()
fire()
if(GAME_STATE_PREGAME)
//lobby stats for statpanels
@@ -94,7 +92,7 @@ SUBSYSTEM_DEF(ticker)
totalPlayersReady = 0
for(var/mob/dead/new_player/player in GLOB.player_list)
++totalPlayers
if(player.ready == PLAYER_READY_TO_PLAY)
if(player.ready)
++totalPlayersReady
if(start_immediately)
@@ -133,7 +131,6 @@ SUBSYSTEM_DEF(ticker)
declare_completion(force_ending)
Master.SetRunLevel(RUNLEVEL_POSTGAME)
/datum/controller/subsystem/ticker/proc/setup()
to_chat(world, "<span class='boldannounce'>Starting game...</span>")
var/init_start = world.timeofday
@@ -405,7 +402,7 @@ SUBSYSTEM_DEF(ticker)
/datum/controller/subsystem/ticker/proc/create_characters()
for(var/mob/dead/new_player/player in GLOB.player_list)
if(player.ready == PLAYER_READY_TO_PLAY && player.mind)
if(player.ready && player.mind)
GLOB.joined_player_list += player.ckey
player.create_character(FALSE)
else
@@ -796,13 +793,6 @@ SUBSYSTEM_DEF(ticker)
else
timeLeft = newtime
//Everyone who wanted to be an observer gets made one now
/datum/controller/subsystem/ticker/proc/create_observers()
for(var/mob/dead/new_player/player in GLOB.player_list)
if(player.ready == PLAYER_READY_TO_OBSERVE && player.mind)
//Break chain since this has a sleep input in it
addtimer(CALLBACK(player, /mob/dead/new_player.proc/make_me_an_observer), 1)
/datum/controller/subsystem/ticker/proc/load_mode()
var/mode = trim(file2text("data/mode.txt"))
if(mode)
+1 -1
View File
@@ -1043,7 +1043,7 @@
if(!G || (src in G.bosses))
return
SSticker.mode.remove_gangster(src,0,2,1)
G.bosses += src
G.bosses[src] = GANGSTER_BOSS_STARTING_INFLUENCE
gang_datum = G
special_role = "[G.name] Gang Boss"
G.add_gang_hud(src)
+18 -7
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@@ -54,7 +54,7 @@
/datum/game_mode/proc/can_start()
var/playerC = 0
for(var/mob/dead/new_player/player in GLOB.player_list)
if((player.client)&&(player.ready == PLAYER_READY_TO_PLAY))
if((player.client)&&(player.ready))
playerC++
if(!GLOB.Debug2)
if(playerC < required_players || (maximum_players >= 0 && playerC > maximum_players))
@@ -308,7 +308,7 @@
// Ultimate randomizing code right here
for(var/mob/dead/new_player/player in GLOB.player_list)
if(player.client && player.ready == PLAYER_READY_TO_PLAY)
if(player.client && player.ready)
players += player
// Shuffling, the players list is now ping-independent!!!
@@ -316,7 +316,7 @@
players = shuffle(players)
for(var/mob/dead/new_player/player in players)
if(player.client && player.ready == PLAYER_READY_TO_PLAY)
if(player.client && player.ready)
if(role in player.client.prefs.be_special)
if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, role)) //Nodrak/Carn: Antag Job-bans
if(age_check(player.client)) //Must be older than the minimum age
@@ -330,7 +330,7 @@
if(candidates.len < recommended_enemies)
for(var/mob/dead/new_player/player in players)
if(player.client && player.ready == PLAYER_READY_TO_PLAY)
if(player.client && player.ready)
if(!(role in player.client.prefs.be_special)) // We don't have enough people who want to be antagonist, make a seperate list of people who don't want to be one
if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, role)) //Nodrak/Carn: Antag Job-bans
drafted += player.mind
@@ -352,7 +352,13 @@
else // Not enough scrubs, ABORT ABORT ABORT
break
/*
if(candidates.len < recommended_enemies && override_jobbans) //If we still don't have enough people, we're going to start drafting banned people.
for(var/mob/dead/new_player/player in players)
if (player.client && player.ready)
if(jobban_isbanned(player, "Syndicate") || jobban_isbanned(player, roletext)) //Nodrak/Carn: Antag Job-bans
drafted += player.mind
*/
if(restricted_jobs)
for(var/datum/mind/player in drafted) // Remove people who can't be an antagonist
for(var/job in restricted_jobs)
@@ -375,12 +381,17 @@
// recommended_enemies if the number of people with that role set to yes is less than recomended_enemies,
// Less if there are not enough valid players in the game entirely to make recommended_enemies.
/*
/datum/game_mode/proc/check_player_role_pref(var/role, var/mob/dead/new_player/player)
if(player.preferences.be_special & role)
return 1
return 0
*/
/datum/game_mode/proc/num_players()
. = 0
for(var/mob/dead/new_player/P in GLOB.player_list)
if(P.client && P.ready == PLAYER_READY_TO_PLAY)
if(P.client && P.ready)
. ++
///////////////////////////////////
+12 -2
View File
@@ -62,7 +62,7 @@ GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/
for(var/n in 1 to 3)
var/datum/mind/boss = pick(antag_candidates)
antag_candidates -= boss
G.bosses += boss
G.bosses[boss] = GANGSTER_BOSS_STARTING_INFLUENCE
boss.gang_datum = G
var/title
if(n == 1)
@@ -85,6 +85,7 @@ GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/
sleep(rand(10,100))
for(var/datum/gang/G in gangs)
for(var/datum/mind/boss_mind in G.bosses)
G.bosses[boss_mind] = GANGSTER_BOSS_STARTING_INFLUENCE //Force influence to be put on it.
G.add_gang_hud(boss_mind)
forge_gang_objectives(boss_mind)
greet_gang(boss_mind)
@@ -170,7 +171,7 @@ GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/
return 0
if(check && gangster_mind.current.isloyal()) //Check to see if the potential gangster is implanted
return 1
G.gangsters += gangster_mind
G.gangsters[gangster_mind] = GANGSTER_SOLDIER_STARTING_INFLUENCE
gangster_mind.gang_datum = G
if(check)
if(iscarbon(gangster_mind.current))
@@ -209,15 +210,24 @@ GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/
if(!G.is_deconvertible && !remove_bosses)
return 0
if(gangster_mind in G.gangsters)
G.reclaim_points(G.gangsters[gangster_mind])
G.gangsters -= gangster_mind
removed = 1
if(remove_bosses && (gangster_mind in G.bosses))
G.reclaim_points(G.bosses[gangster_mind])
G.bosses -= gangster_mind
removed = 1
if(G.tags_by_mind[gangster_mind] && islist(G.tags_by_mind[gangster_mind]))
var/list/tags_cache = G.tags_by_mind[gangster_mind]
for(var/v in tags_cache)
var/obj/effect/decal/cleanable/crayon/gang/c = v
c.set_mind_owner(null)
G.tags_by_mind -= gangster_mind
if(!removed)
return 0
gangster_mind.special_role = null
gangster_mind.gang_datum = null
+86 -42
View File
@@ -8,6 +8,7 @@
var/list/datum/mind/gangsters = list() //gang B Members
var/list/datum/mind/bosses = list() //gang A Bosses
var/list/obj/item/device/gangtool/gangtools = list()
var/list/tags_by_mind = list() //Assoc list in format of tags_by_mind[mind_of_gangster] = list(tag1, tag2, tag3) where tags are the actual object decals.
var/style
var/fighting_style = "normal"
var/list/territory = list()
@@ -202,9 +203,9 @@
return
var/added_names = ""
var/lost_names = ""
SSticker.mode.shuttle_check() // See if its time to start wrapping things up
//Re-add territories that were reclaimed, so if they got tagged over, they can still earn income if they tag it back before the next status report
var/list/reclaimed_territories = territory_new & territory_lost
territory |= reclaimed_territories
@@ -245,47 +246,90 @@
set_domination_time(new_time)
message += "<b>[seconds_remaining] seconds remain</b> in hostile takeover.<BR>"
else
for(var/obj/item/device/gangtool/G in gangtools)
var/pmessage = message
var/points_new = 0
if(istype(G, /obj/item/device/gangtool/soldier))
points_new = max(0,round(3 - G.points/10)) + (sbonus) + (LAZYLEN(G.tags)/2) // Soldier points
pmessage += "Your influence has increased by [round(sbonus)] from your gang holding [LAZYLEN(territory)] territories, and a bonus of [round(LAZYLEN(G.tags)/2)] for territories you have personally marked and kept intact.<BR>"
else
points_new = max(0,round(5 - G.points/10)) + LAZYLEN(territory) // Boss points, more focused on big picture
pmessage += "Your influence has increased by [round(points_new)] from your gang holding [territory.len] territories<BR>"
G.points += points_new
var/mob/living/carbon/human/ganger = get(G.loc, /mob/living)
var/points_newer = 0
var/static/inner = inner_outfit
var/static/outer = outer_outfit
if(ishuman(ganger) && ganger.mind in (gangsters|bosses))
for(var/obj/C in ganger.contents)
if(C.type == inner_outfit)
points_newer += 2
continue
if(C.type == outer_outfit)
points_newer += 2
continue
switch(C.type)
if(/obj/item/clothing/neck/necklace/dope)
points_newer += 2
if(/obj/item/clothing/head/collectable/petehat/gang)
points_newer += 4
if(/obj/item/clothing/shoes/gang)
points_newer += 6
if(/obj/item/clothing/mask/gskull)
points_newer += 5
if(/obj/item/clothing/gloves/gang)
points_newer += 3
if(/obj/item/weapon/storage/belt/military/gang)
points_newer += 4
if(points_newer)
G.points += points_newer
pmessage += "Your influential choice of clothing has further increased your influence by [points_newer] points.<BR>"
pmessage += "You now have <b>[G.points] influence</b>.<BR>"
to_chat(ganger, "<span class='notice'>[bicon(G)] [pmessage]</span>")
pay_territory_income_to_bosses()
pay_territory_income_to_soldiers(sbonus)
pay_all_clothing_bonuses()
announce_all_influence()
/datum/gang/proc/pay_all_clothing_bonuses()
for(var/datum/mind/mind in gangsters|bosses)
pay_clothing_bonus(mind)
/datum/gang/proc/pay_clothing_bonus(var/datum/mind/gangsta)
var/mob/living/carbon/human/gangbanger = gangsta.current
. = 0
if(!istype(gangbanger) || gangbanger.stat == DEAD) //Dead gangsters aren't influential at all!
return 0
var/static/inner = inner_outfit
var/static/outer = outer_outfit
for(var/obj/item/C in gangbanger.contents)
if(C.type == inner_outfit)
. += 2
continue
else if(C.type == outer_outfit)
. += 2
continue
. += C.gang_contraband_value()
adjust_influence(gangsta, .)
if(.)
announce_to_mind(gangsta, "<span class='notice'>Your influential choice of clothing has increased your influence by [.] points!</span>")
else
announce_to_mind(gangsta, "<span class='warning'>Unfortunately, you have not gained any additional influence from your drab, old, boring clothing. Learn to dress like a gangsta, bro!</span>") //Kek
/datum/gang/proc/pay_soldier_territory_income(datum/mind/soldier, sbonus = 0)
. = 0
. = max(0,round(3 - gangsters[soldier]/10)) + (sbonus) + (get_soldier_territories(soldier)/2)
adjust_influence(soldier, .)
/datum/gang/proc/get_soldier_territories(datum/mind/soldier)
if(!islist(tags_by_mind[soldier])) //They have no tagged territories!
return 0
var/list/tags = tags_by_mind[soldier]
return tags.len
/datum/gang/proc/pay_territory_income_to_soldiers(sbonus = 0)
for(var/datum/mind/soldier in gangsters)
var/returned = pay_soldier_territory_income(soldier)
if(!returned)
announce_to_mind(soldier, "<span class='warning'>You have not gained any influence from territories you personally tagged. Get to work, soldier!</span>")
else
announce_to_mind(soldier, "<span class='notice'>You have gained [returned] influence from [get_soldier_territories(soldier)] territories you have personally tagged.</span>")
/datum/gang/proc/announce_all_influence()
for(var/datum/mind/MG in bosses|gangsters)
announce_total_influence(MG)
/datum/gang/proc/pay_territory_income_to_bosses()
. = 0
for(var/datum/mind/boss_mind in bosses)
var/inc = max(0,round(5 - bosses[boss_mind]/10)) + LAZYLEN(territory)
. += inc
adjust_influence(boss_mind, inc)
announce_to_mind(boss_mind, "<span class='boldnotice'>Your influence has increased by [inc] from your gang holding [LAZYLEN(territory)] territories!</span>")
/datum/gang/proc/get_influence(datum/mind/gangster_mind)
if(gangster_mind in gangsters)
return gangsters[gangster_mind]
if(gangster_mind in bosses)
return bosses[gangster_mind]
/datum/gang/proc/adjust_influence(datum/mind/gangster_mind, amount)
if(gangster_mind in gangsters)
gangsters[gangster_mind] += amount
if(gangster_mind in bosses)
bosses[gangster_mind] += amount
/datum/gang/proc/announce_to_mind(datum/mind/gangster_mind, message)
if(gangster_mind.current && gangster_mind.current.stat != DEAD)
to_chat(gangster_mind.current, message)
/datum/gang/proc/announce_total_influence(datum/mind/gangster_mind)
announce_to_mind(gangster_mind, "<span class='boldnotice'>[name] Gang: You now have a total of [get_influence(gangster_mind)] influence!</span>")
/datum/gang/proc/reclaim_points(amount)
for(var/datum/mind/bawss in bosses)
adjust_influence(bawss, amount/bosses.len)
announce_to_mind(bawss, "<span class='notice'>[name] Gang: [amount/bosses.len] influence given from internal automatic restructuring.</span>")
//Multiverse
+15 -4
View File
@@ -11,7 +11,7 @@
if(check_canbuy && !can_buy(user, gang, gangtool))
return FALSE
var/real_cost = get_cost(user, gang, gangtool)
gangtool.points -= real_cost
gang.adjust_influence(user.mind, -real_cost)
spawn_item(user, gang, gangtool)
return TRUE
@@ -23,7 +23,7 @@
to_chat(user, spawn_msg)
/datum/gang_item/proc/can_buy(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return gang && (gangtool.points >= get_cost(user, gang, gangtool)) && can_see(user, gang, gangtool)
return gang && (gang.get_influence(user.mind) >= get_cost(user, gang, gangtool)) && can_see(user, gang, gangtool)
/datum/gang_item/proc/can_see(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return TRUE
@@ -118,6 +118,9 @@
name = "pimpin' hat"
desc = "The undisputed king of style."
/obj/item/clothing/head/collectable/petehat/gang/gang_contraband_value()
return 4
/datum/gang_item/clothing/mask
name = "Golden Death Mask"
id = "mask"
@@ -129,6 +132,8 @@
icon_state = "gskull"
desc = "Strike terror, and envy, into the hearts of your enemies."
/obj/item/clothing/mask/gskull/gang_contraband_value()
return 5
/datum/gang_item/clothing/shoes
name = "Bling Boots"
@@ -141,13 +146,15 @@
desc = "Stand aside peasants."
icon_state = "bling"
/obj/item/clothing/shoes/gang/gang_contraband_value()
return 6
/datum/gang_item/clothing/neck
name = "Gold Necklace"
id = "necklace"
cost = 9
item_path = /obj/item/clothing/neck/necklace/dope
/datum/gang_item/clothing/hands
name = "Decorative Brass Knuckles"
id = "hand"
@@ -160,6 +167,9 @@
icon_state = "knuckles"
w_class = 3
/obj/item/clothing/gloves/gang/gang_contraband_value()
return 3
/datum/gang_item/clothing/belt
name = "Badass Belt"
id = "belt"
@@ -173,7 +183,8 @@
desc = "The belt buckle simply reads 'BAMF'."
storage_slots = 1
/obj/item/weapon/storage/belt/military/gang/gang_contraband_value()
return 4
///////////////////
//WEAPONS
+4 -7
View File
@@ -15,7 +15,6 @@
var/outfits = 2
var/free_pen = 0
var/promotable = 0
var/points = 15
var/list/tags = list()
/obj/item/device/gangtool/Initialize() //Initialize supply point income if it hasn't already been started
@@ -50,7 +49,7 @@
var/isboss = (user.mind == gang.bosses[1])
dat += "Registration: <B>[gang.name] Gang [isboss ? "Boss" : "Lieutenant"]</B><br>"
dat += "Organization Size: <B>[gang.gangsters.len + gang.bosses.len]</B> | Station Control: <B>[round((gang.territory.len/GLOB.start_state.num_territories)*100, 1)]%</B><br>"
dat += "Your Influence: <B>[points]</B><br>"
dat += "Your Influence: <B>[gang.get_influence(user.mind)]</B><br>"
dat += "Time until Influence grows: <B>[time2text(SSticker.mode.gang_points.next_point_time - world.time, "mm:ss")]</B><br>"
dat += "<hr>"
@@ -147,8 +146,9 @@
gang.gangtools += src
icon_state = "gangtool-[gang.color]"
if(!(user.mind in gang.bosses))
var/cached_influence = gang.gangsters[user.mind]
SSticker.mode.remove_gangster(user.mind, 0, 2)
gang.bosses += user.mind
gang.bosses[user.mind] = cached_influence
user.mind.gang_datum = gang
user.mind.special_role = "[gang.name] Gang Lieutenant"
gang.add_gang_hud(user.mind)
@@ -246,9 +246,6 @@
///////////// Internal tool used by gang regulars ///////////
/obj/item/device/gangtool/soldier
points = 5
/obj/item/device/gangtool/soldier/New(mob/user)
. = ..()
gang = user.mind.gang_datum
@@ -264,7 +261,7 @@
dat += "<center><font color='red'>Takeover In Progress:<br><B>[gang.domination_time_remaining()] seconds remain</B></font></center>"
dat += "Registration: <B>[gang.name] - Foot Soldier</B><br>"
dat += "Organization Size: <B>[gang.gangsters.len + gang.bosses.len]</B> | Station Control: <B>[round((gang.territory.len/GLOB.start_state.num_territories)*100, 1)]%</B><br>"
dat += "Your Influence: <B>[points]</B><br>"
dat += "Your Influence: <B>[gang.get_influence(user.mind)]</B><br>"
if(LAZYLEN(tags))
dat += "Your tags generate bonus influence for you.<br> You have tagged the following territories:"
for(var/obj/effect/decal/cleanable/crayon/gang/T in tags)
+1 -1
View File
@@ -658,7 +658,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
var/n_p = 1 //autowin
if (SSticker.current_state == GAME_STATE_SETTING_UP)
for(var/mob/dead/new_player/P in GLOB.player_list)
if(P.client && P.ready == PLAYER_READY_TO_PLAY && P.mind!=owner)
if(P.client && P.ready && P.mind!=owner)
n_p ++
else if (SSticker.IsRoundInProgress())
for(var/mob/living/carbon/human/P in GLOB.player_list)
+1 -1
View File
@@ -243,7 +243,7 @@
if(!is_gangster(user))
var/datum/gang/multiverse/G = new(src, "[user.real_name]")
SSticker.mode.gangs += G
G.bosses += user.mind
G.bosses[user.mind] = 0
G.add_gang_hud(user.mind)
user.mind.gang_datum = G
to_chat(user, "<span class='warning'><B>With your new found power you could easily conquer the station!</B></span>")
+14 -6
View File
@@ -30,27 +30,35 @@
layer = HIGH_OBJ_LAYER //Harder to hide
do_icon_rotate = FALSE //These are designed to always face south, so no rotation please.
var/datum/gang/gang
var/obj/item/device/gangtool/linked_tool
var/datum/mind/user_mind
var/area/territory
/obj/effect/decal/cleanable/crayon/gang/Initialize(mapload, var/datum/gang/G, var/e_name = "gang tag", var/rotation = 0, var/mob/user)
if(!type || !G)
qdel(src)
user_mind = user.mind
territory = get_area(src)
gang = G
var/newcolor = G.color_hex
icon_state = G.name
G.territory_new |= list(territory.type = territory.name)
linked_tool = locate(/obj/item/device/gangtool) in user.contents
if(linked_tool)
linked_tool.tags += src
//If this isn't tagged by a specific gangster there's no bonus income.
set_mind_owner(user_mind)
..(mapload, newcolor, icon_state, e_name, rotation)
/obj/effect/decal/cleanable/crayon/gang/proc/set_mind_owner(datum/mind/mind)
if(istype(user_mind) && istype(gang) && islist(gang.tags_by_mind[user_mind])) //Clear us out of old ownership
gang.tags_by_mind[user_mind] -= src
if(istype(mind))
if(!islist(gang.tags_by_mind[mind]))
gang.tags_by_mind[mind] = list()
gang.tags_by_mind[mind] += src
user_mind = mind
/obj/effect/decal/cleanable/crayon/gang/Destroy()
if(linked_tool)
linked_tool.tags -= src
if(gang)
gang.territory -= territory.type
set_mind_owner(null)
gang.territory_new -= territory.type
gang.territory_lost |= list(territory.type = territory.name)
return ..()
+3
View File
@@ -193,3 +193,6 @@
..()
if(unique_rename)
to_chat(user, "<span class='notice'>Use a pen on it to rename it or change its description.</span>")
/obj/proc/gang_contraband_value()
return 0
+1 -1
View File
@@ -99,7 +99,7 @@ GLOBAL_VAR_INIT(highlander, FALSE)
var/datum/gang/multiverse/G = new(src, "[H.real_name]")
SSticker.mode.gangs += G
G.bosses += H.mind
G.bosses[H.mind] = 0 //No they don't use influence but this prevents runtimes.
G.add_gang_hud(H.mind)
H.mind.gang_datum = G
+4 -1
View File
@@ -162,4 +162,7 @@
desc = "Damn, it feels good to be a gangster."
icon = 'icons/obj/clothing/neck.dmi'
icon_state = "bling"
item_color = "bling"
item_color = "bling"
/obj/item/clothing/neck/necklace/dope/gang_contraband_value()
return 2
+39 -60
View File
@@ -29,25 +29,21 @@
/mob/dead/new_player/prepare_huds()
return
/mob/dead/new_player/proc/linkify_ready(string, value)
return "<a href='byond://?src=\ref[src]:ready=[value]>[string]</a>"
/mob/dead/new_player/proc/new_player_panel()
var/output = "<center><p>< href='byond://?src=\ref[src];show_preferences=1'>Setup Character</A></p>"
var/output = "<center><p><a href='byond://?src=\ref[src];show_preferences=1'>Setup Character</A></p>"
if(!SSticker || SSticker.current_state <= GAME_STATE_PREGAME)
switch(ready)
if(PLAYER_NOT_READY)
output += "<p>\[ [linkify_ready("Ready", PLAYER_READY_TO_PLAY)] | <b>Not Ready</b> | [linkify_ready("Observe", PLAYER_READY_TO_OBSERVE)] \]</p>"
if(PLAYER_READY_TO_PLAY)
output += "<p>\[ <b>Ready</b> | [linkify_ready("Not Ready", PLAYER_NOT_READY)] | [linkify_ready("Observe", PLAYER_READY_TO_OBSERVE)] \]</p>"
if(PLAYER_READY_TO_OBSERVE)
output += "<p>\[ [linkify_ready("Ready", PLAYER_READY_TO_PLAY)]] | [linkify_ready("Not Ready", PLAYER_NOT_READY)] | <b> Observe </b> \]</p>"
if(ready)
output += "<p>\[ <b>Ready</b> | <a href='byond://?src=\ref[src];ready=0'>Not Ready</a> \]</p>"
else
output += "<p>\[ <a href='byond://?src=\ref[src];ready=1'>Ready</a> | <b>Not Ready</b> \]</p>"
else
output += "<p><a href='byond://?src=\ref[src];manifest=1'>View the Crew Manifest</A></p>"
output += "<p><a href='byond://?src=\ref[src];late_join=1'>Join Game!</A></p>"
output += "<p>[linkify_ready("Observe", 2)]</p>"
output += "<p><a href='byond://?src=\ref[src];observe=1'>Observe</A></p>"
if(!IsGuestKey(src.key))
if (SSdbcore.Connect())
@@ -112,23 +108,42 @@
return 1
if(href_list["ready"])
if(SSticker)
var/tready = text2num(href_list["ready"])
//Avoid updating ready if we're after PREGAME (they should use latejoin instead)
//This is likely not an actual issue but I don't have time to prove that this
//no longer is required
if(SSticker.current_state <= GAME_STATE_PREGAME)
ready = tready
//if it's post initialisation and they're trying to observe we do the needful
if(!SSticker.current_state < GAME_STATE_PREGAME && tready == PLAYER_READY_TO_OBSERVE)
ready = tready
make_me_an_observer()
return
if(!SSticker || SSticker.current_state <= GAME_STATE_PREGAME) // Make sure we don't ready up after the round has started
ready = text2num(href_list["ready"])
if(href_list["refresh"])
src << browse(null, "window=playersetup") //closes the player setup window
new_player_panel()
if(href_list["observe"])
if(alert(src,"Are you sure you wish to observe? You will not be able to play this round!","Player Setup","Yes","No") == "Yes")
if(!client)
return 1
var/mob/dead/observer/observer = new()
spawning = 1
observer.started_as_observer = 1
close_spawn_windows()
var/obj/O = locate("landmark*Observer-Start")
to_chat(src, "<span class='notice'>Now teleporting.</span>")
if (O)
observer.loc = O.loc
else
to_chat(src, "<span class='notice'>Teleporting failed. The map is probably still loading...</span>")
observer.key = key
observer.client = client
observer.set_ghost_appearance()
if(observer.client && observer.client.prefs)
observer.real_name = observer.client.prefs.real_name
observer.name = observer.real_name
observer.update_icon()
observer.stop_sound_channel(CHANNEL_LOBBYMUSIC)
QDEL_NULL(mind)
qdel(src)
return 1
if(href_list["late_join"])
if(!SSticker || !SSticker.IsRoundInProgress())
to_chat(usr, "<span class='danger'>The round is either not ready, or has already finished...</span>")
@@ -258,42 +273,6 @@
return
to_chat(src, "<span class='notice'>Vote successful.</span>")
//When you cop out of the round (NB: this HAS A SLEEP FOR PLAYER INPUT IN IT)
/mob/dead/new_player/proc/make_me_an_observer()
if(QDELETED(src) || !src.client)
ready = PLAYER_NOT_READY
return FALSE
var/this_is_like_playing_right = alert(src,"Are you sure you wish to observe? You will not be able to play this round!","Player Setup","Yes","No")
if(QDELETED(src) || !src.client || this_is_like_playing_right != "Yes")
ready = PLAYER_NOT_READY
return FALSE
var/mob/dead/observer/observer = new()
spawning = TRUE
observer.started_as_observer = TRUE
close_spawn_windows()
var/obj/O = locate("landmark*Observer-Start")
to_chat(src, "<span class='notice'>Now teleporting.</span>")
if (O)
observer.loc = O.loc
else
to_chat(src, "<span class='notice'>Teleporting failed. Ahelp an admin please</span>")
stack_trace("There's no freaking observer landmark available on this map or you're making observers before the map is initialised")
observer.key = key
observer.client = client
observer.set_ghost_appearance()
if(observer.client && observer.client.prefs)
observer.real_name = observer.client.prefs.real_name
observer.name = observer.real_name
observer.update_icon()
observer.stop_sound_channel(CHANNEL_LOBBYMUSIC)
QDEL_NULL(mind)
qdel(src)
return TRUE
/mob/dead/new_player/proc/IsJobAvailable(rank)
var/datum/job/job = SSjob.GetJob(rank)
if(!job)
+20
View File
@@ -60,6 +60,14 @@
<ul class="changes bgimages16">
<li class="bugfix">traitors show up on antagHUD</li>
</ul>
<h3 class="author">Expletive updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The detective's flask has Hearty Punch instead of whiskey.</li>
<li class="bugfix">The Detective's fedora no longer clips with hair.</li>
<li class="imageadd">Adds 91 new sprites to fix clipping issues with the Detective's fedora and hair.</li>
<li class="imageadd">Change the standard fedora to match the detective and treasure hunter variants.</li>
<li class="tweak">Detective, Treasure Hunter, and standard fedoras now all benefit from new sprites.</li>
</ul>
<h3 class="author">Joan updated:</h3>
<ul class="changes bgimages16">
<li class="balance">Tinkerer's Daemons are no longer totally disabled if you drop below the servant requirement.</li>
@@ -84,11 +92,23 @@
<li class="bugfix">The ORM now uses the intended amount of resources when making alloys</li>
<li class="rscdel">Cyborgs can no longer alt-click their material stacks to split them</li>
</ul>
<h3 class="author">Robustin updated:</h3>
<ul class="changes bgimages16">
<li class="balance">The blood cult can only attempt to summon Nar-Sie in one of three rooms that are randomly selected at round-start.</li>
</ul>
<h3 class="author">Shadowlight213 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Tracking implants and chem implants have been added to rnd</li>
<li class="rscdel">Adrenaline and freedom implants have been removed from rnd</li>
</ul>
<h3 class="author">Xhuis updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Defibrillator paddles will no longer stick to your hands, and will snap back onto the unit if you drop them somehow.</li>
</ul>
<h3 class="author">lzimann updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Xeno queens can no longer be maids</li>
</ul>
<h3 class="author">oranges updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added stungloves to the brain damage lines</li>
+17
View File
@@ -11744,6 +11744,15 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
2017-06-08:
4dplanner:
- bugfix: traitors show up on antagHUD
Expletive:
- tweak: The detective's flask has Hearty Punch instead of whiskey.
- bugfix: The Detective's fedora no longer clips with hair.
- imageadd: Adds 91 new sprites to fix clipping issues with the Detective's fedora
and hair.
- imageadd: Change the standard fedora to match the detective and treasure hunter
variants.
- tweak: Detective, Treasure Hunter, and standard fedoras now all benefit from new
sprites.
Joan:
- balance: Tinkerer's Daemons are no longer totally disabled if you drop below the
servant requirement.
@@ -11770,8 +11779,16 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
- bugfix: Cremators now still work when there's only one thing in them
- bugfix: The ORM now uses the intended amount of resources when making alloys
- rscdel: Cyborgs can no longer alt-click their material stacks to split them
Robustin:
- balance: The blood cult can only attempt to summon Nar-Sie in one of three rooms
that are randomly selected at round-start.
Shadowlight213:
- rscadd: Tracking implants and chem implants have been added to rnd
- rscdel: Adrenaline and freedom implants have been removed from rnd
Xhuis:
- tweak: Defibrillator paddles will no longer stick to your hands, and will snap
back onto the unit if you drop them somehow.
lzimann:
- rscdel: Xeno queens can no longer be maids
oranges:
- rscadd: Added stungloves to the brain damage lines
@@ -1,4 +0,0 @@
author: "Robustin"
delete-after: True
changes:
- balance: "The blood cult can only attempt to summon Nar-Sie in one of three rooms that are randomly selected at round-start."
@@ -1,4 +0,0 @@
author: "lzimann"
delete-after: True
changes:
- rscdel: "Xeno queens can no longer be maids"
@@ -1,8 +0,0 @@
author: "Expletive"
delete-after: True
changes:
- tweak: "The detective's flask has Hearty Punch instead of whiskey."
- bugfix: "The Detective's fedora no longer clips with hair."
- imageadd: "Adds 91 new sprites to fix clipping issues with the Detective's fedora and hair."
- imageadd: "Change the standard fedora to match the detective and treasure hunter variants."
- tweak: "Detective, Treasure Hunter, and standard fedoras now all benefit from new sprites."
@@ -1,4 +0,0 @@
author: "Xhuis"
delete-after: True
changes:
- tweak: "Defibrillator paddles will no longer stick to your hands, and will snap back onto the unit if you drop them somehow."