[MIRROR] Removes the Families gamemode [MDB IGNORE] (#14995)

* Removes the Families gamemode

* f

* Repathing! And new updates!

* some nights I stay up cashing in my bad luck

* Additional Fixes for the gang boys!~

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
This commit is contained in:
SkyratBot
2022-07-23 19:59:30 +02:00
committed by GitHub
parent d9d0334200
commit 29229c6202
37 changed files with 75 additions and 2178 deletions

View File

@@ -201,9 +201,6 @@
//Blobbernauts
#define ui_blobbernaut_overmind_health "EAST-1:28,CENTER+0:19"
//Families
#define ui_wanted_lvl "NORTH,11"
// Defines relating to action button positions
/// Whatever the base action datum thinks is best

View File

@@ -11,7 +11,6 @@
#define ROLE_BROTHER "Blood Brother"
#define ROLE_CHANGELING "Changeling"
#define ROLE_CULTIST "Cultist"
#define ROLE_FAMILIES "Gangster"
#define ROLE_HERETIC "Heretic"
#define ROLE_MALF "Malf AI"
#define ROLE_OPERATIVE "Operative"
@@ -24,7 +23,6 @@
#define ROLE_ALIEN "Xenomorph"
#define ROLE_BLOB "Blob"
#define ROLE_BLOB_INFECTION "Blob Infection"
#define ROLE_FAMILY_HEAD_ASPIRANT "Family Head Aspirant"
#define ROLE_FUGITIVE "Fugitive"
#define ROLE_LONE_OPERATIVE "Lone Operative"
#define ROLE_MALF_MIDROUND "Malf AI (Midround)"
@@ -117,7 +115,6 @@ GLOBAL_LIST_INIT(special_roles, list(
ROLE_CHANGELING = 0,
ROLE_CLOWN_OPERATIVE = 14,
ROLE_CULTIST = 14,
ROLE_FAMILIES = 0,
ROLE_HERETIC = 0,
ROLE_MALF = 0,
ROLE_OPERATIVE = 14,
@@ -134,7 +131,6 @@ GLOBAL_LIST_INIT(special_roles, list(
ROLE_ALIEN = 0,
ROLE_BLOB = 0,
ROLE_BLOB_INFECTION = 0,
ROLE_FAMILY_HEAD_ASPIRANT = 0,
ROLE_FUGITIVE = 0,
ROLE_LONE_OPERATIVE = 14,
ROLE_MALF_MIDROUND = 0,

View File

@@ -39,7 +39,3 @@
#define SUPERMATTER_CASCADE 21
/// The emergency shuttle was successfully hijacked
#define SHUTTLE_HIJACK 24
/// The gangs on the station were thwarted
#define GANG_DESTROYED 25 // Looks like it was deprecated at some point - Jan 2022
/// The gangs on the station still exist
#define GANG_OPERATING 26

View File

@@ -47,7 +47,6 @@
#define span_greenteamradio(str) ("<span class='greenteamradio'>" + str + "</span>")
#define span_greentext(str) ("<span class='greentext'>" + str + "</span>")
#define span_grey(str) ("<span class='grey'>" + str + "</span>")
#define span_gangradio(str) ("<span class='gangradio'>" + str + "</span>")
#define span_hear(str) ("<span class='hear'>" + str + "</span>")
#define span_hidden(str) ("<span class='hidden'>" + str + "</span>")
#define span_hierophant(str) ("<span class='hierophant'>" + str + "</span>")

View File

@@ -16,3 +16,6 @@
// Ammo counter
#define ui_ammocounter "RIGHT-1:28,CENTER-5:9"
//Families
#define ui_wanted_lvl "NORTH,11"

View File

@@ -17,3 +17,4 @@
#define span_cyan(str) ("<span class='cyan'>" + str + "</span>")
#define span_orange(str) ("<span class='orange'>" + str + "</span>")
#define span_yellow(str) ("<span class='yellow'>" + str + "</span>")
#define span_gangradio(str) ("<span class='gangradio'>" + str + "</span>")

View File

@@ -102,7 +102,6 @@ GLOBAL_LIST_INIT(available_erp_ui_styles, list(
var/atom/movable/screen/stamina
var/atom/movable/screen/healthdoll
var/atom/movable/screen/internals
var/atom/movable/screen/wanted/wanted_lvl
var/atom/movable/screen/spacesuit
// subtypes can override this to force a specific UI style
var/ui_style
@@ -174,7 +173,6 @@ GLOBAL_LIST_INIT(available_erp_ui_styles, list(
healths = null
stamina = null
healthdoll = null
wanted_lvl = null
internals = null
spacesuit = null
blobpwrdisplay = null
@@ -182,6 +180,10 @@ GLOBAL_LIST_INIT(available_erp_ui_styles, list(
alien_queen_finder = null
combo_display = null
//SKYRAT EDIT START - SKYRAT HUD
wanted_lvl = null
// SKYRAT EDIT END - SKYRAT HUD
QDEL_LIST_ASSOC_VAL(plane_masters)
QDEL_LIST_ASSOC_VAL(plane_master_controllers)
QDEL_LIST(screenoverlays)

View File

@@ -618,10 +618,6 @@ SUBSYSTEM_DEF(ticker)
news_message = "[decoded_station_name] activated its self-destruct device for unknown reasons. Attempts to clone the Captain for arrest and execution are underway."
if(SHUTTLE_HIJACK)
news_message = "During routine evacuation procedures, the emergency shuttle of [decoded_station_name] had its navigation protocols corrupted and went off course, but was recovered shortly after."
if(GANG_OPERATING)
news_message = "The company would like to state that any rumors of criminal organizing on board stations such as [decoded_station_name] are falsehoods, and not to be emulated."
if(GANG_DESTROYED)
news_message = "The crew of [decoded_station_name] would like to thank the Spinward Stellar Coalition Police Department for quickly resolving a minor terror threat to the station."
if(SUPERMATTER_CASCADE)
news_message = "Officials are advising nearby colonies about a newly declared exclusion zone in the sector surrounding [decoded_station_name]."

View File

@@ -1,10 +0,0 @@
/// Trim for the families space police. Has all access.
/datum/id_trim/space_police
assignment = "Space Police"
trim_state = "trim_securityofficer"
department_color = COLOR_CENTCOM_BLUE
subdepartment_color = COLOR_SECURITY_RED
/datum/id_trim/space_police/New()
. = ..()
access = SSid_access.get_region_access_list(list(REGION_ALL_STATION))

View File

@@ -254,83 +254,6 @@
log_game("DYNAMIC: [key_name(M)] was selected by the [name] ruleset and has been made into a midround traitor.")
return TRUE
//////////////////////////////////////////////
// //
// FAMILIES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/families
name = "Family Head Aspirants"
midround_ruleset_style = MIDROUND_RULESET_STYLE_HEAVY
persistent = TRUE
antag_datum = /datum/antagonist/gang
antag_flag = ROLE_FAMILY_HEAD_ASPIRANT
antag_flag_override = ROLE_FAMILIES
protected_roles = list(
JOB_HEAD_OF_PERSONNEL,
JOB_PRISONER,
)
restricted_roles = list(
JOB_AI,
JOB_CYBORG,
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_SECURITY,
JOB_RESEARCH_DIRECTOR,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
required_candidates = 3
weight = 2
cost = 19
requirements = list(101,101,40,40,30,20,10,10,10,10)
flags = HIGH_IMPACT_RULESET
blocking_rules = list(/datum/dynamic_ruleset/roundstart/families)
/// A reference to the handler that is used to run pre_execute(), execute(), etc..
var/datum/gang_handler/handler
/datum/dynamic_ruleset/midround/families/trim_candidates()
..()
candidates = living_players
for(var/mob/living/player in candidates)
if(issilicon(player))
candidates -= player
else if(is_centcom_level(player.z))
candidates -= player
else if(player.mind && (player.mind.special_role || player.mind.antag_datums?.len > 0))
candidates -= player
else if(HAS_TRAIT(player, TRAIT_MINDSHIELD))
candidates -= player
else if(player.mind.assigned_role.title in restricted_roles)
candidates -= player
/datum/dynamic_ruleset/midround/families/ready(forced = FALSE)
if (required_candidates > living_players.len)
return FALSE
return ..()
/datum/dynamic_ruleset/midround/families/pre_execute()
..()
handler = new /datum/gang_handler(candidates,restricted_roles)
handler.gang_balance_cap = clamp((indice_pop - 3), 2, 5) // gang_balance_cap by indice_pop: (2,2,2,2,2,3,4,5,5,5)
handler.midround_ruleset = TRUE
handler.use_dynamic_timing = TRUE
return handler.pre_setup_analogue()
/datum/dynamic_ruleset/midround/families/execute()
return handler.post_setup_analogue(TRUE)
/datum/dynamic_ruleset/midround/families/clean_up()
QDEL_NULL(handler)
..()
/datum/dynamic_ruleset/midround/families/rule_process()
return handler.process_analogue()
/datum/dynamic_ruleset/midround/families/round_result()
return handler.set_round_result_analogue()
//////////////////////////////////////////////
// //

View File

@@ -554,59 +554,6 @@
/datum/dynamic_ruleset/roundstart/revs/round_result()
revolution.round_result(finished)
//////////////////////////////////////////////
// //
// FAMILIES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/families
name = "Families"
persistent = TRUE
antag_datum = /datum/antagonist/gang
antag_flag = ROLE_FAMILIES
protected_roles = list(
JOB_HEAD_OF_PERSONNEL,
JOB_PRISONER,
)
restricted_roles = list(
JOB_AI,
JOB_CAPTAIN,
JOB_CYBORG,
JOB_DETECTIVE,
JOB_HEAD_OF_SECURITY,
JOB_RESEARCH_DIRECTOR,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
required_candidates = 3
weight = 1
cost = 19
requirements = list(101,101,40,40,30,20,10,10,10,10)
flags = HIGH_IMPACT_RULESET
/// A reference to the handler that is used to run pre_execute(), execute(), etc..
var/datum/gang_handler/handler
/datum/dynamic_ruleset/roundstart/families/pre_execute(population)
..()
handler = new /datum/gang_handler(candidates,restricted_roles)
handler.gang_balance_cap = clamp((indice_pop - 3), 2, 5) // gang_balance_cap by indice_pop: (2,2,2,2,2,3,4,5,5,5)
handler.use_dynamic_timing = TRUE
return handler.pre_setup_analogue()
/datum/dynamic_ruleset/roundstart/families/execute()
return handler.post_setup_analogue(TRUE)
/datum/dynamic_ruleset/roundstart/families/clean_up()
QDEL_NULL(handler)
..()
/datum/dynamic_ruleset/roundstart/families/rule_process()
return handler.process_analogue()
/datum/dynamic_ruleset/roundstart/families/round_result()
return handler.set_round_result_analogue()
// Admin only rulesets. The threat requirement is 101 so it is not possible to roll them.
//////////////////////////////////////////////

View File

@@ -1,5 +1,3 @@
GLOBAL_LIST(gang_tags)
/obj/effect/decal/cleanable/crayon
name = "rune"
desc = "Graffiti. Damn kids."
@@ -31,20 +29,6 @@ GLOBAL_LIST(gang_tags)
if(main)
paint_colour = main
add_atom_colour(paint_colour, FIXED_COLOUR_PRIORITY)
/obj/effect/decal/cleanable/crayon/NeverShouldHaveComeHere(turf/T)
return isgroundlessturf(T)
/obj/effect/decal/cleanable/crayon/gang
name = "Leet Like Jeff K gang tag"
desc = "Looks like someone's claimed this area for Leet Like Jeff K."
icon = 'icons/obj/gang/tags.dmi'
layer = BELOW_MOB_LAYER
var/datum/team/gang/my_gang
/obj/effect/decal/cleanable/crayon/gang/Initialize(mapload, main, type, e_name, graf_rot, alt_icon = null)
. = ..()
LAZYADD(GLOB.gang_tags, src)
/obj/effect/decal/cleanable/crayon/gang/Destroy()
LAZYREMOVE(GLOB.gang_tags, src)
return ..()

View File

@@ -328,14 +328,6 @@
else if(drawing in graffiti|oriented)
temp = "graffiti"
var/gang_mode
if(user.mind)
gang_mode = user.mind.has_antag_datum(/datum/antagonist/gang)
if(gang_mode && (!can_claim_for_gang(user, target, gang_mode)))
return
var/graf_rot
if(drawing in oriented)
switch(user.dir)
@@ -367,7 +359,7 @@
if(paint_mode == PAINT_LARGE_HORIZONTAL)
wait_time *= 3
if(gang_mode || !instant)
if(!instant)
if(!do_after(user, 50, target = target))
return
@@ -384,12 +376,6 @@
if(actually_paints)
var/obj/effect/decal/cleanable/crayon/C
if(gang_mode)
if(!can_claim_for_gang(user, target))
return
tag_for_gang(user, target, gang_mode)
affected_turfs += target
else
switch(paint_mode)
if(PAINT_NORMAL)
C = new(target, paint_color, drawing, temp, graf_rot)
@@ -454,49 +440,6 @@
else
..()
/obj/item/toy/crayon/proc/can_claim_for_gang(mob/user, atom/target, datum/antagonist/gang/user_gang)
var/area/A = get_area(target)
if(!A || (!is_station_level(A.z)))
to_chat(user, span_warning("[A] is unsuitable for tagging."))
return FALSE
var/spraying_over = FALSE
for(var/obj/effect/decal/cleanable/crayon/gang/G in target)
spraying_over = TRUE
for(var/obj/machinery/power/apc in target)
to_chat(user, span_warning("You can't tag an APC."))
return FALSE
var/obj/effect/decal/cleanable/crayon/gang/occupying_gang = territory_claimed(A, user)
if(occupying_gang && !spraying_over)
if(occupying_gang.my_gang == user_gang.my_gang)
to_chat(user, span_danger("[A] has already been tagged by our gang!"))
else
to_chat(user, span_danger("[A] has already been tagged by a gang! You must find and spray over the old tag instead!"))
return FALSE
// stolen from oldgang lmao
return TRUE
/obj/item/toy/crayon/proc/tag_for_gang(mob/user, atom/target, datum/antagonist/gang/user_gang)
for(var/obj/effect/decal/cleanable/crayon/old_marking in target)
qdel(old_marking)
var/area/territory = get_area(target)
var/obj/effect/decal/cleanable/crayon/gang/tag = new /obj/effect/decal/cleanable/crayon/gang(target)
tag.my_gang = user_gang.my_gang
tag.icon_state = "[user_gang.gang_id]_tag"
tag.name = "[tag.my_gang.name] gang tag"
tag.desc = "Looks like someone's claimed this area for [tag.my_gang.name]."
to_chat(user, span_notice("You tagged [territory] for [tag.my_gang.name]!"))
/obj/item/toy/crayon/proc/territory_claimed(area/territory, mob/user)
for(var/obj/effect/decal/cleanable/crayon/gang/G in GLOB.gang_tags)
if(get_area(G) == territory)
return G
/obj/item/toy/crayon/red
name = "red crayon"
icon_state = "crayonred"

View File

@@ -347,76 +347,6 @@
SEND_SIGNAL(taker, COMSIG_ADD_MOOD_EVENT, "high_five", /datum/mood_event/high_five)
qdel(src)
/// Gangster secret handshakes.
/obj/item/hand_item/slapper/secret_handshake
name = "Secret Handshake"
icon_state = "recruit"
icon = 'icons/obj/gang/actions.dmi'
/// References the active families gamemode handler (if one exists), for adding new family members to.
var/datum/gang_handler/handler
/// The typepath of the gang antagonist datum that the person who uses the package should have added to them -- remember that the distinction between e.g. Ballas and Grove Street is on the antag datum level, not the team datum level.
var/gang_to_use
/// The team datum that the person who uses this package should be added to.
var/datum/team/gang/team_to_use
/// Adds the user to the family that this package corresponds to, dispenses the free_clothes of that family, and adds them to the handler if it exists.
/obj/item/hand_item/slapper/secret_handshake/proc/add_to_gang(mob/living/user, original_name)
var/datum/antagonist/gang/swappin_sides = new gang_to_use()
swappin_sides.original_name = original_name
swappin_sides.handler = handler
user.mind.add_antag_datum(swappin_sides, team_to_use)
var/policy = get_policy(ROLE_FAMILIES)
if(policy)
to_chat(user, policy)
team_to_use.add_member(user.mind)
swappin_sides.equip_gangster_in_inventory()
if (!isnull(handler) && !handler.gangbangers.Find(user.mind)) // if we have a handler and they're not tracked by it
handler.gangbangers += user.mind
/// Checks if the user is trying to use the package of the family they are in, and if not, adds them to the family, with some differing processing depending on whether the user is already a family member.
/obj/item/hand_item/slapper/secret_handshake/proc/attempt_join_gang(mob/living/user)
if(!user?.mind)
return
var/datum/antagonist/gang/is_gangster = user.mind.has_antag_datum(/datum/antagonist/gang)
var/real_name_backup = user.real_name
if(is_gangster)
if(is_gangster.my_gang == team_to_use)
return
real_name_backup = is_gangster.original_name
is_gangster.my_gang.remove_member(user.mind)
user.mind.remove_antag_datum(/datum/antagonist/gang)
add_to_gang(user, real_name_backup)
/obj/item/hand_item/slapper/secret_handshake/on_offer_taken(mob/living/carbon/offerer, mob/living/carbon/taker)
. = TRUE
if (!(null in taker.held_items))
to_chat(taker, span_warning("You can't get taught the secret handshake if [offerer] has no free hands!"))
return
if(HAS_TRAIT(taker, TRAIT_MINDSHIELD))
to_chat(taker, "You attended a seminar on not signing up for a gang and are not interested.")
return
var/datum/antagonist/gang/is_gangster = taker.mind.has_antag_datum(/datum/antagonist/gang)
if(is_gangster?.starter_gangster)
if(is_gangster.my_gang == team_to_use)
to_chat(taker, "You started your family. You don't need to join it.")
return
to_chat(taker, "You started your family. You can't turn your back on it now.")
return
offerer.visible_message(span_notice("[taker] is taught the secret handshake by [offerer]!"), span_nicegreen("All right! You've taught the secret handshake to [taker]!"), span_hear("You hear a bunch of weird shuffling and flesh slapping sounds!"), ignored_mobs=taker)
to_chat(taker, span_nicegreen("You get taught the secret handshake by [offerer]!"))
var/datum/antagonist/gang/owner_gang_datum = offerer.mind.has_antag_datum(/datum/antagonist/gang)
handler = owner_gang_datum.handler
gang_to_use = owner_gang_datum.type
team_to_use = owner_gang_datum.my_gang
attempt_join_gang(taker)
qdel(src)
/obj/item/hand_item/kisser
name = "kiss"
desc = "I want you all to know, everyone and anyone, to seal it with a kiss."

View File

@@ -343,7 +343,6 @@
ROLE_BROTHER,
ROLE_CHANGELING,
ROLE_CULTIST,
ROLE_FAMILIES,
ROLE_HERETIC,
ROLE_HIVE,
ROLE_MALF,

View File

@@ -76,8 +76,6 @@
opt = input("How Many", ROLE_REV, 1) as num|null
if(ROLE_OPERATIVE)
opt = input("How Many", ROLE_OPERATIVE, 3) as num|null
if(ROLE_FAMILIES)
opt = input("How Many", ROLE_FAMILIES, 2) as num|null
if(ROLE_BROTHER)
opt = input("How Many", ROLE_BROTHER, 2) as num|null
if(src.make_antag(href_list["makeAntag"], opt))

View File

@@ -261,7 +261,7 @@ GLOBAL_LIST_EMPTY(antagonists)
SEND_SIGNAL(owner.current, COMSIG_CLEAR_MOOD_EVENT, "antag_moodlet")
/**
* Proc that will return the team this antagonist belongs to, when called. Helpful with antagonists that may belong to multiple potential teams in a single round, like families.
* Proc that will return the team this antagonist belongs to, when called. Helpful with antagonists that may belong to multiple potential teams in a single round.
*/
/datum/antagonist/proc/get_team()
return

View File

@@ -255,121 +255,6 @@
missiondesc += "<span class='warningplain'><BR><B>Your Mission</B> : [ert_team.mission.explanation_text]</span>"
to_chat(owner,missiondesc)
/datum/antagonist/ert/families
name = "Space Police Responder"
antag_hud_name = "hud_spacecop"
suicide_cry = "FOR THE SPACE POLICE!!"
/datum/antagonist/ert/families/apply_innate_effects(mob/living/mob_override)
..()
var/mob/living/M = mob_override || owner.current
if(M.hud_used)
var/datum/hud/H = M.hud_used
var/atom/movable/screen/wanted/giving_wanted_lvl = new /atom/movable/screen/wanted()
H.wanted_lvl = giving_wanted_lvl
giving_wanted_lvl.hud = H
H.infodisplay += giving_wanted_lvl
H.mymob.client.screen += giving_wanted_lvl
/datum/antagonist/ert/families/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
if(M.hud_used)
var/datum/hud/H = M.hud_used
H.infodisplay -= H.wanted_lvl
QDEL_NULL(H.wanted_lvl)
..()
// SKYRAT EDIT START
/datum/antagonist/ert/families/greet()
. = ..()
var/missiondesc
missiondesc += "<BR><B><font size=5 color=red>You are NOT a Nanotrasen Employee. You work for SolFed.</font></B>"
missiondesc += "<BR><B><font size=5 color=red>You are NOT a deathsquad. You are here to help innocents escape violence, criminal activity, and other dangerous things.</font></B>"
missiondesc += "<BR>You are responding to emergency calls from the station for immediate SolFed Police assistance!\n"
missiondesc += "<BR><B>Your Mission</B>:"
missiondesc += "<BR> <B>1.</B> Serve the public trust."
missiondesc += "<BR> <B>2.</B> Protect the innocent."
missiondesc += "<BR> <B>3.</B> Uphold the law."
missiondesc += "<BR> <B>4.</B> Contact whoever called 911 and assist in resolving the matter."
missiondesc += "<BR> <B>5.</B> Protect, ensure, and uphold the rights of Sol Federation citizens on board [station_name()]."
to_chat(owner,missiondesc)
var/policy = get_policy(ROLE_FAMILIES)
if(policy)
to_chat(owner, policy)
var/mob/living/M = owner.current
M.playsound_local(M, 'sound/effects/families_police.ogg', 100, FALSE, pressure_affected = FALSE, use_reverb = FALSE)
// SKYRAT EDIT END
/datum/antagonist/ert/families/undercover_cop
name = "Undercover Cop"
role = "Undercover Cop"
outfit = /datum/outfit/families_police/beatcop
plasmaman_outfit = /datum/outfit/plasmaman/security
var/free_clothes = list(/obj/item/clothing/glasses/hud/spacecop/hidden,
/obj/item/clothing/under/rank/security/officer/beatcop,
/obj/item/clothing/head/spacepolice)
forge_objectives_for_ert = FALSE
equip_ert = FALSE
random_names = FALSE
/datum/antagonist/ert/families/undercover_cop/on_gain()
if(istype(owner.current, /mob/living/carbon/human))
for(var/C in free_clothes)
var/obj/O = new C(owner.current)
var/list/slots = list (
"backpack" = ITEM_SLOT_BACKPACK,
"left pocket" = ITEM_SLOT_LPOCKET,
"right pocket" = ITEM_SLOT_RPOCKET
)
var/mob/living/carbon/human/H = owner.current
var/equipped = H.equip_in_one_of_slots(O, slots)
if(!equipped)
to_chat(owner.current, "<span class='warningplain'>Unfortunately, you could not bring your [O] to this shift. You will need to find one.</span>")
qdel(O)
. = ..()
/datum/antagonist/ert/families/undercover_cop/greet()
var/missiondesc = "<span class='warningplain'><B><font size=3 color=red>You are the [name].</font></B>"
missiondesc += "<BR><B><font size=3 color=red>You are NOT a Nanotrasen Employee. You work for the local government.</font></B>"
missiondesc += "<BR>You are an undercover police officer on board [station_name()]. You've been sent here by the Spinward Stellar Coalition because of suspected abusive behavior by the security department, and to keep tabs on a potential criminal organization operation."
missiondesc += "<BR><B>Your Mission</B>:"
missiondesc += "<BR> <B>1.</B> Keep a close eye on any gangsters you spot. You can view gangsters using your sunglasses in your backpack."
missiondesc += "<BR> <B>2.</B> Keep an eye on how Security handles any gangsters, and watch for excessive security brutality."
missiondesc += "<BR> <B>3.</B> Remain undercover and do not get found out by Security or any gangs. Nanotrasen does not take kindly to being spied on."
missiondesc += "<BR> <B>4.</B> When your backup arrives to extract you in 1 hour, inform them of everything you saw of note, and assist them in securing the situation.</span>"
to_chat(owner,missiondesc)
/datum/antagonist/ert/families/beatcop
name = "Beat Cop"
role = "Police Officer"
outfit = /datum/outfit/families_police/beatcop
/datum/antagonist/ert/families/beatcop/armored
name = "Armored Beat Cop"
role = "Police Officer"
outfit = /datum/outfit/families_police/beatcop/armored
/datum/antagonist/ert/families/beatcop/swat
name = "S.W.A.T. Member"
role = "S.W.A.T. Officer"
outfit = /datum/outfit/families_police/beatcop/swat
/datum/antagonist/ert/families/beatcop/fbi
name = "FBI Agent"
role = "FBI Agent"
outfit = /datum/outfit/families_police/beatcop/fbi
/datum/antagonist/ert/families/beatcop/military
name = "National Guard" // SKYRAT EDIT original: Space Military
role = "Sergeant"
outfit = /datum/outfit/families_police/beatcop/military
/datum/antagonist/ert/families/beatcop/military/New()
. = ..()
name_source = GLOB.commando_names
/datum/antagonist/ert/marine
name = "Marine Commander"
outfit = /datum/outfit/centcom/ert/marine

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@@ -1,790 +0,0 @@
/datum/antagonist/gang
name = "\improper Family Member"
roundend_category = "gangsters"
ui_name = "AntagInfoGangmember"
antag_hud_name = "hud_gangster"
antagpanel_category = "Family"
show_in_antagpanel = FALSE // i don't *think* this base class is buggy but it's too worthless to test
suicide_cry = "FOR THE FAMILY!!"
preview_outfit = /datum/outfit/gangster
/// The overarching family that the owner of this datum is a part of. Family teams are generic and imprinted upon by the per-person antagonist datums.
var/datum/team/gang/my_gang
/// The name of the family corresponding to this family member datum.
var/gang_name = "Leet Like Jeff K"
/// The abbreviation of the family corresponding to this family member datum.
var/gang_id = "LLJK"
/// The list of clothes that are acceptable to show allegiance to this family.
var/list/acceptable_clothes = list()
/// The list of clothes that are given to family members upon induction into the family.
var/list/free_clothes = list()
/// The action used to spawn family induction packages.
var/datum/action/cooldown/spawn_induction_package/package_spawner = new()
/// Whether or not this family member is the first of their family.
var/starter_gangster = FALSE
/// The gangster's original real name. Used for renaming stuff, kept between gang switches.
var/original_name
/// Type of team to create when creating the gang in the first place. Used for renames.
var/gang_team_type = /datum/team/gang
/// A reference to the handler datum that manages the families gamemode. In case of no handler (admin-spawned during round), this will be null; this is fine.
var/datum/gang_handler/handler
/datum/outfit/gangster
name = "Gangster (Preview only)"
uniform = /obj/item/clothing/under/suit/henchmen
back = /obj/item/storage/backpack/henchmen
/datum/antagonist/gang/get_team()
return my_gang
/datum/antagonist/gang/get_admin_commands()
. = ..()
.["Give extra equipment"] = CALLBACK(src, .proc/equip_gangster_in_inventory)
if(!starter_gangster)
.["Make Leader"] = CALLBACK(src, .proc/make_gangster_leader)
/datum/antagonist/gang/proc/make_gangster_leader()
if(starter_gangster)
return
starter_gangster = TRUE
package_spawner.Grant(owner.current)
package_spawner.my_gang_datum = src
my_gang.rename_gangster(owner, original_name, TRUE) // gives them the leader name
/datum/antagonist/gang/create_team(team_given) // gets called whenever add_antag_datum() is called on a mind
if(team_given)
my_gang = team_given
return
/* if team_given is falsey, this gang member didn't join a gang by using a recruitment package. so there are two things we need to consider
1. does a gang handler exist -- does this round have a gang_handler instanced by the families gamemode or ruleset?
2. does the gang we're trying to join already exist?
if 1 is true and 2 is false, we were probably added by the gang_handler, and probably already have a "handler" var.
if we don't have a "handler" var, and a gang_handler exists, we need to grab it, since our "handler" is null.
if the gang exists, we need to join it; if the gang doesn't exist, we need to make it. */
var/found_gang = FALSE
for(var/datum/team/gang/gang_team in GLOB.antagonist_teams)
if(gang_team.my_gang_datum.handler) // if one of the gangs in the gang list has a handler, nab that
handler = gang_team.my_gang_datum.handler
if(gang_team.name == gang_name)
my_gang = gang_team
found_gang = TRUE
break
if(!found_gang)
var/new_gang = new gang_team_type()
my_gang = new_gang
if(handler) // if we have a handler, the handler should track this gang
handler.gangs += my_gang
my_gang.current_theme = handler.current_theme
my_gang.name = gang_name
my_gang.gang_id = gang_id
my_gang.acceptable_clothes = acceptable_clothes.Copy()
my_gang.free_clothes = free_clothes.Copy()
my_gang.my_gang_datum = src
starter_gangster = TRUE
/datum/antagonist/gang/on_gain()
if(!original_name)
original_name = owner.current.real_name
my_gang.rename_gangster(owner, original_name, starter_gangster) // fully_replace_character_name
if(starter_gangster)
equip_gangster_in_inventory()
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/thatshowfamiliesworks.ogg', 100, FALSE, pressure_affected = FALSE, use_reverb = FALSE)
add_objectives()
..()
/datum/antagonist/gang/on_removal()
if(my_gang.my_gang_datum == src) // if we're the first gangster, we need to replace ourselves so that objectives function correctly
var/datum/antagonist/gang/replacement_datum = new type()
replacement_datum.handler = handler
replacement_datum.my_gang = my_gang
my_gang.my_gang_datum = replacement_datum
/* all we need to replace; the gang's "my_gang_datum" is just a person's datum because we assign it while we
have that datum onhand. it would be easier if all of the code the gang team calls on its my_gang_datum was
just in the team datum itself, and there were different types of teams instead of different types of gangster
that imprint on generic teams, but i'm too lazy to refactor THAT too */
..()
/datum/antagonist/gang/apply_innate_effects(mob/living/mob_override)
..()
if(starter_gangster)
package_spawner.Grant(owner.current)
package_spawner.my_gang_datum = src
add_team_hud(mob_override || owner.current, /datum/antagonist/gang)
/datum/antagonist/gang/remove_innate_effects(mob/living/mob_override)
if(starter_gangster)
package_spawner.Remove(owner.current)
..()
/// Used to display gang objectives in the player's traitor panel
/datum/antagonist/gang/proc/add_objectives()
var/datum/objective/objective = new ()
objective.explanation_text = my_gang.current_theme.gang_objectives[type]
objectives.Add(objective)
/// Gives a gangster their equipment in their backpack and / or pockets.
/datum/antagonist/gang/proc/equip_gangster_in_inventory()
if(istype(owner.current, /mob/living/carbon/human))
var/obj/item/gangster_cellphone/phone = new()
phone.gang_id = gang_name
phone.name = "[gang_name] branded cell phone"
var/mob/living/carbon/human/gangster_human = owner.current
var/phone_equipped = phone.equip_to_best_slot(gangster_human)
if(!phone_equipped)
to_chat(owner.current, "Your [phone.name] has been placed at your feet.")
phone.forceMove(get_turf(gangster_human))
for(var/clothing in my_gang.free_clothes)
var/obj/item/clothing_object = new clothing(owner.current)
var/equipped = clothing_object.equip_to_best_slot(gangster_human)
if(!equipped)
to_chat(owner.current, "Your [clothing_object.name] has been placed at your feet.")
clothing_object.forceMove(get_turf(gangster_human))
if(my_gang.current_theme.bonus_items)
for(var/bonus_item in my_gang.current_theme.bonus_items)
var/obj/item/bonus_object = new bonus_item(owner.current)
var/equipped = bonus_object.equip_to_best_slot(gangster_human)
if(!equipped)
to_chat(owner.current, "Your [bonus_object.name] has been placed at your feet.")
bonus_object.forceMove(get_turf(gangster_human))
if(starter_gangster)
if(my_gang.current_theme.bonus_first_gangster_items)
for(var/bonus_starter_item in my_gang.current_theme.bonus_first_gangster_items)
var/obj/item/bonus_starter_object = new bonus_starter_item(owner.current)
var/equipped = bonus_starter_object.equip_to_best_slot(gangster_human)
if(!equipped)
to_chat(owner.current, "Your [bonus_starter_object.name] has been placed at your feet.")
bonus_starter_object.forceMove(get_turf(gangster_human))
/datum/antagonist/gang/ui_static_data(mob/user)
var/list/data = list()
data["gang_name"] = gang_name
data["antag_name"] = name
data["gang_objective"] = my_gang.current_theme.gang_objectives[type]
var/list/clothes_we_can_wear = list()
for(var/obj/item/accepted_item as anything in acceptable_clothes)
clothes_we_can_wear |= initial(accepted_item.name)
for(var/obj/item/free_item as anything in free_clothes)
if(ispath(free_item, /obj/item/toy/crayon/spraycan))
continue
clothes_we_can_wear |= initial(free_item.name)
data["gang_clothes"] = clothes_we_can_wear
return data
/datum/team/gang
/// The abbreviation of this family.
var/gang_id = "LLJK"
/// The list of clothes that are acceptable to show allegiance to this family.
var/list/acceptable_clothes = list()
/// The list of clothes that are given to family members upon induction into the family.
var/list/free_clothes = list()
/// The specific, occupied family member antagonist datum that is used to reach the handler / check objectives, and from which the above properties (sans points) are inherited.
var/datum/antagonist/gang/my_gang_datum
/// The current theme. Used to pull important stuff such as spawning equipment and objectives.
var/datum/gang_theme/current_theme
/// Allow gangs to have custom naming schemes for their gangsters.
/datum/team/gang/proc/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, original_name)
/datum/team/gang/roundend_report()
var/list/report = list()
report += "<span class='header'>[name]:</span>"
if(!members.len)
report += span_redtext("The family was wiped out!")
if(current_theme.everyone_objective)
report += "Objective: [current_theme.everyone_objective]"
else
var/assigned_objective = current_theme.gang_objectives[my_gang_datum.type]
if(assigned_objective)
report += "Objective: [assigned_objective]"
else
report += "Objective: ERROR, FILE A REPORT WITH THIS INFO: Gang Name: [my_gang_datum.name], Theme Name: [current_theme.name]"
if(members.len)
report += "[my_gang_datum.roundend_category] were:"
report += printplayerlist(members)
return "<div class='panel redborder'>[report.Join("<br>")]</div>"
/datum/action/cooldown/spawn_induction_package
name = "Induct via Secret Handshake"
desc = "Teach new recruits the Secret Handshake to join."
check_flags = AB_CHECK_CONSCIOUS
button_icon_state = "recruit"
icon_icon = 'icons/obj/gang/actions.dmi'
cooldown_time = 300
/// The family antagonist datum of the "owner" of this action.
var/datum/antagonist/gang/my_gang_datum
/datum/action/cooldown/spawn_induction_package/Activate(atom/target)
if(!my_gang_datum)
CRASH("[type] was created without a linked gang datum!")
if(!ishuman(owner))
return FALSE
StartCooldown(10 SECONDS)
offer_handshake()
StartCooldown()
return TRUE
/*
* Equip a handshake slapper and offer it to people nearby.
*/
/datum/action/cooldown/spawn_induction_package/proc/offer_handshake()
var/mob/living/carbon/human/human_owner = owner
if(human_owner.stat != CONSCIOUS || human_owner.incapacitated())
return FALSE
var/obj/item/hand_item/slapper/secret_handshake/secret_handshake_item = new(owner)
if(owner.put_in_hands(secret_handshake_item))
to_chat(owner, span_notice("You ready your secret handshake."))
else
qdel(secret_handshake_item)
to_chat(owner, span_warning("You're incapable of performing a handshake in your current state."))
return FALSE
owner.visible_message(
span_notice("[human_owner] is offering to induct people into the Family."),
span_notice("You offer to induct people into the Family."),
vision_distance = 2,
)
if(human_owner.has_status_effect(/datum/status_effect/offering/secret_handshake))
return FALSE
if(!(locate(/mob/living/carbon) in orange(1, owner)))
owner.visible_message(
span_danger("[human_owner] offers to induct people into the Family, but nobody was around."),
span_warning("You offer to induct people into the Family, but nobody is around."),
vision_distance = 2,
)
return FALSE
human_owner.apply_status_effect(/datum/status_effect/offering/secret_handshake, secret_handshake_item)
return TRUE
/datum/antagonist/gang/russian_mafia
show_in_antagpanel = TRUE
name = "\improper Mafioso"
roundend_category = "The mafiosos"
gang_name = "Mafia"
gang_id = "RM"
acceptable_clothes = list(/obj/item/clothing/head/soft/red,
/obj/item/clothing/neck/scarf/red,
/obj/item/clothing/under/suit/white,
/obj/item/clothing/head/beanie/red,
/obj/item/clothing/head/ushanka)
free_clothes = list(/obj/item/clothing/head/ushanka,
/obj/item/clothing/under/suit/white,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "Russian"
gang_team_type = /datum/team/gang/russian_mafia
/datum/team/gang/russian_mafia/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "Don [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, original_name)
/datum/antagonist/gang/italian_mob
show_in_antagpanel = TRUE
name = "Mobster"
roundend_category = "The mobsters"
gang_name = "Mob"
gang_id = "IM"
acceptable_clothes = list(/obj/item/clothing/under/suit/checkered,
/obj/item/clothing/head/fedora,
/obj/item/clothing/neck/scarf/green,
/obj/item/clothing/mask/bandana/green)
free_clothes = list(/obj/item/clothing/head/fedora,
/obj/item/clothing/under/suit/checkered,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "Italian"
gang_team_type = /datum/team/gang/italian_mob
/datum/team/gang/italian_mob/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "Boss [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, original_name)
/datum/antagonist/gang/tunnel_snakes
show_in_antagpanel = TRUE
name = "\improper Tunnel Snake"
roundend_category = "The Tunnel Snakes"
gang_name = "Tunnel Snakes"
gang_id = "TS"
acceptable_clothes = list(/obj/item/clothing/under/pants/classicjeans,
/obj/item/clothing/suit/jacket,
/obj/item/clothing/mask/bandana/skull/black)
free_clothes = list(/obj/item/clothing/suit/jacket,
/obj/item/clothing/under/pants/classicjeans,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "Snakes"
gang_team_type = /datum/team/gang/tunnel_snakes
/datum/team/gang/tunnel_snakes/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "King Cobra [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, original_name)
/datum/antagonist/gang/henchmen
show_in_antagpanel = TRUE
name = "Monarch Henchmen"
roundend_category = "The Monarch henchmen"
gang_name = "Monarch Crew"
gang_id = "HENCH"
acceptable_clothes = list(/obj/item/clothing/head/soft/yellow,
/obj/item/clothing/under/suit/henchmen,
/obj/item/clothing/neck/scarf/yellow,
/obj/item/clothing/head/beanie/yellow,
/obj/item/clothing/mask/bandana/gold,
/obj/item/storage/backpack/henchmen)
free_clothes = list(/obj/item/storage/backpack/henchmen,
/obj/item/clothing/under/suit/henchmen,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "Monarch"
gang_team_type = /datum/team/gang/henchmen
/datum/team/gang/henchmen
var/henchmen_count = 0
/datum/team/gang/henchmen/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
henchmen_count++
gangster.current.fully_replace_character_name(gangster.current.real_name, "Number [henchmen_count]")
/datum/antagonist/gang/yakuza
show_in_antagpanel = TRUE
name = "\improper Tojo Clan Member"
roundend_category = "The Yakuza"
gang_name = "Tojo Clan"
gang_id = "YAK"
acceptable_clothes = list(/obj/item/clothing/head/soft/yellow,
/obj/item/clothing/under/costume/yakuza,
/obj/item/clothing/shoes/yakuza,
/obj/item/clothing/neck/scarf/yellow,
/obj/item/clothing/head/beanie/yellow,
/obj/item/clothing/mask/bandana/gold,
/obj/item/clothing/head/hardhat,
/obj/item/clothing/suit/costume/yakuza)
free_clothes = list(/obj/item/clothing/under/costume/yakuza,
/obj/item/clothing/shoes/yakuza,
/obj/item/clothing/suit/costume/yakuza,
/obj/item/clothing/head/hardhat,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "Tojo"
gang_team_type = /datum/team/gang/yakuza
/datum/team/gang/yakuza/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "Patriarch [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, original_name)
/datum/antagonist/gang/jackbros
show_in_antagpanel = TRUE
name = "\improper Jack Bro"
roundend_category = "The Hee-hos"
gang_name = "Jack Bros"
gang_id = "JB"
acceptable_clothes = list(/obj/item/clothing/head/soft/blue,
/obj/item/clothing/under/costume/jackbros,
/obj/item/clothing/shoes/jackbros,
/obj/item/clothing/head/jackbros,
/obj/item/clothing/mask/bandana/blue)
free_clothes = list(/obj/item/clothing/under/costume/jackbros,
/obj/item/clothing/shoes/jackbros,
/obj/item/clothing/head/jackbros,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "JackFrost"
gang_team_type = /datum/team/gang/jackbros
/datum/team/gang/jackbros/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "King Frost [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, original_name)
/datum/antagonist/gang/dutch
show_in_antagpanel = TRUE
name = "Dutch van der Linde Outlaw"
roundend_category = "Dutch's outlaws"
gang_name = "Dutch van der Linde's Gang"
gang_id = "VDL"
acceptable_clothes = list(/obj/item/clothing/head/soft/black,
/obj/item/clothing/under/costume/dutch,
/obj/item/clothing/suit/costume/dutch,
/obj/item/clothing/head/bowler,
/obj/item/clothing/mask/bandana/black)
free_clothes = list(/obj/item/clothing/under/costume/dutch,
/obj/item/clothing/head/bowler,
/obj/item/clothing/suit/costume/dutch,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "Dutch"
gang_team_type = /datum/team/gang/dutch
/datum/team/gang/dutch/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "Head Cowboy [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, original_name)
/datum/antagonist/gang/irs
show_in_antagpanel = TRUE
name = "\improper Internal Revenue Service Agent"
roundend_category = "IRS Agents"
gang_name = "Internal Revenue Service"
gang_id = "IRS"
acceptable_clothes = list(/obj/item/clothing/suit/costume/irs,
/obj/item/clothing/under/costume/irs,
/obj/item/clothing/head/irs)
free_clothes = list(/obj/item/clothing/suit/costume/irs,
/obj/item/clothing/under/costume/irs,
/obj/item/clothing/head/irs,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "IRS"
gang_team_type = /datum/team/gang/irs
/datum/team/gang/irs/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "Revenue Supervisor [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, "Revenue Agent [last_name.match]")
/datum/antagonist/gang/osi
show_in_antagpanel = TRUE
name = "\improper Office of Secret Intelligence Agent"
roundend_category = "O.S.I. Agents"
gang_name = "Office of Secret Intelligence"
gang_id = "OSI"
acceptable_clothes = list(/obj/item/clothing/suit/costume/osi,
/obj/item/clothing/under/costume/osi,
/obj/item/clothing/glasses/osi)
free_clothes = list(/obj/item/clothing/suit/costume/osi,
/obj/item/clothing/under/costume/osi,
/obj/item/clothing/glasses/osi,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "OSI"
gang_team_type = /datum/team/gang/osi
/datum/team/gang/osi/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "General [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, "Special Agent [last_name.match]")
/datum/antagonist/gang/tmc
show_in_antagpanel = TRUE
name = "\improper Lost M.C. Biker"
roundend_category = "Lost M.C. Bikers"
gang_name = "The Lost M.C."
gang_id = "TMC"
acceptable_clothes = list(/obj/item/clothing/suit/costume/tmc,
/obj/item/clothing/under/costume/tmc,
/obj/item/clothing/head/tmc)
free_clothes = list(/obj/item/clothing/suit/costume/tmc,
/obj/item/clothing/under/costume/tmc,
/obj/item/clothing/head/tmc,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "LostMC"
gang_team_type = /datum/team/gang/tmc
/datum/team/gang/tmc/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "President [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, original_name)
/datum/antagonist/gang/pg
show_in_antagpanel = TRUE
name = "\improper Powder Ganger"
roundend_category = "Powder Gangers"
gang_name = "Powder Gangers"
gang_id = "PG"
acceptable_clothes = list(/obj/item/clothing/suit/costume/pg,
/obj/item/clothing/under/costume/pg,
/obj/item/clothing/head/pg)
free_clothes = list(/obj/item/clothing/suit/costume/pg,
/obj/item/clothing/under/costume/pg,
/obj/item/clothing/head/pg,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "PowderGang"
gang_team_type = /datum/team/gang/pg
/datum/team/gang/pg/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "Head Convict [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, original_name)
/datum/antagonist/gang/driscoll
show_in_antagpanel = TRUE
name = "\improper O'Driscoll Gangster"
roundend_category = "O'Driscoll's Gangsters"
gang_name = "O'Driscoll's Gang"
gang_id = "DB"
acceptable_clothes = list(/obj/item/clothing/suit/costume/driscoll,
/obj/item/clothing/under/costume/driscoll,
/obj/item/clothing/mask/gas/driscoll,
/obj/item/clothing/shoes/cowboy)
free_clothes = list(/obj/item/clothing/suit/costume/driscoll,
/obj/item/clothing/under/costume/driscoll,
/obj/item/clothing/mask/gas/driscoll,
/obj/item/clothing/shoes/cowboy,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "Drill"
gang_team_type = /datum/team/gang/driscoll
/datum/team/gang/driscoll/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "Head Outlaw [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, original_name)
/datum/antagonist/gang/deckers
show_in_antagpanel = TRUE
name = "\improper Decker"
roundend_category = "Deckers"
gang_name = "Deckers"
gang_id = "DK"
acceptable_clothes = list(/obj/item/clothing/suit/costume/deckers,
/obj/item/clothing/under/costume/deckers,
/obj/item/clothing/head/deckers,
/obj/item/clothing/shoes/deckers)
free_clothes = list(/obj/item/clothing/suit/costume/deckers,
/obj/item/clothing/under/costume/deckers,
/obj/item/clothing/head/deckers,
/obj/item/clothing/shoes/deckers,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "Deckers"
gang_team_type = /datum/team/gang/deckers
/datum/team/gang/deckers/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "Master Hacker [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, original_name)
/datum/antagonist/gang/morningstar
show_in_antagpanel = TRUE
name = "\improper Morningstar Member"
roundend_category = "Morningstar Member"
gang_name = "Morningstar"
gang_id = "MS"
acceptable_clothes = list(/obj/item/clothing/suit/costume/morningstar,
/obj/item/clothing/under/costume/morningstar,
/obj/item/clothing/head/morningstar,
/obj/item/clothing/shoes/morningstar)
free_clothes = list(/obj/item/clothing/suit/costume/morningstar,
/obj/item/clothing/under/costume/morningstar,
/obj/item/clothing/head/morningstar,
/obj/item/clothing/shoes/morningstar,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "MorningStar"
gang_team_type = /datum/team/gang/morningstar
/datum/team/gang/morningstar/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "Chief Executive Officer [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, original_name)
/datum/antagonist/gang/saints
show_in_antagpanel = TRUE
name = "\improper Third Street Saints Gangster"
roundend_category = "Third Street Saints Gangsters"
gang_name = "Third Street Saints"
gang_id = "TSS"
acceptable_clothes = list(/obj/item/clothing/suit/costume/saints,
/obj/item/clothing/under/costume/saints,
/obj/item/clothing/head/saints,
/obj/item/clothing/shoes/saints)
free_clothes = list(/obj/item/clothing/suit/costume/saints,
/obj/item/clothing/under/costume/saints,
/obj/item/clothing/head/saints,
/obj/item/clothing/shoes/saints,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "TheSaints"
gang_team_type = /datum/team/gang/saints
/datum/team/gang/saints/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "Boss [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, original_name)
/datum/antagonist/gang/phantom
show_in_antagpanel = TRUE
name = "\improper Phantom Thief"
roundend_category = "Phantom Thieves"
gang_name = "Phantom Thieves of Hearts"
gang_id = "PT"
acceptable_clothes = list(/obj/item/clothing/suit/costume/phantom,
/obj/item/clothing/under/costume/phantom,
/obj/item/clothing/glasses/phantom,
/obj/item/clothing/shoes/phantom)
free_clothes = list(/obj/item/clothing/suit/costume/phantom,
/obj/item/clothing/under/costume/phantom,
/obj/item/clothing/glasses/phantom,
/obj/item/clothing/shoes/phantom,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "PhantomThieves"
gang_team_type = /datum/team/gang/phantom
/datum/team/gang/phantom/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "Joker [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, original_name)
/datum/antagonist/gang/allies
show_in_antagpanel = TRUE
name = "\improper Allies G.I."
roundend_category = "Allies"
gang_name = "Allies"
gang_id = "ALLIES"
free_clothes = list(/obj/item/clothing/suit/costume/allies,
/obj/item/clothing/under/costume/allies,
/obj/item/clothing/head/allies,
/obj/item/clothing/gloves/color/black,
/obj/item/clothing/shoes/jackboots,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "Allies"
gang_team_type = /datum/team/gang/allies
/datum/team/gang/allies/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "Commander [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, "Private [last_name.match]")
/datum/antagonist/gang/soviet
show_in_antagpanel = TRUE
name = "\improper Soviet Conscript"
roundend_category = "Soviets"
gang_name = "Soviets"
gang_id = "SOV"
free_clothes = list(/obj/item/clothing/suit/costume/soviet,
/obj/item/clothing/under/costume/soviet_families,
/obj/item/clothing/head/ushanka/soviet,
/obj/item/clothing/gloves/color/black,
/obj/item/clothing/shoes/jackboots,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "Soviets"
gang_team_type = /datum/team/gang/soviet
/datum/team/gang/soviet/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "Comrade General [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, "Conscript [last_name.match]")
/datum/antagonist/gang/yuri
show_in_antagpanel = TRUE
name = "\improper Yuri Initiate"
roundend_category = "Yuri's Army"
gang_name = "Yuri's Army"
gang_id = "YR"
free_clothes = list(/obj/item/clothing/suit/costume/yuri,
/obj/item/clothing/under/costume/yuri,
/obj/item/clothing/head/yuri,
/obj/item/clothing/gloves/color/black,
/obj/item/clothing/shoes/jackboots,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "YuriArmy"
gang_team_type = /datum/team/gang/yuri
/datum/team/gang/yuri/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "Initiate Prime [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, "Initiate [last_name.match]")
/datum/antagonist/gang/sybil_slickers
show_in_antagpanel = TRUE
name = "\improper Sybil Slicker"
roundend_category = "Sybil Slickers"
gang_name = "Sybil Slickers"
gang_id = "SS"
free_clothes = list(/obj/item/clothing/suit/costume/sybil_slickers,
/obj/item/clothing/under/costume/sybil_slickers,
/obj/item/clothing/head/sybil_slickers,
/obj/item/clothing/gloves/tackler/football,
/obj/item/clothing/shoes/sybil_slickers,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "SybilSlickers"
gang_team_type = /datum/team/gang/sybil_slickers
/datum/team/gang/sybil_slickers/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "Sybil Coach [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, original_name)
/datum/antagonist/gang/basil_boys
show_in_antagpanel = TRUE
name = "\improper Basil Boy"
roundend_category = "Basil Boys"
gang_name = "Basil Boys"
gang_id = "BB"
free_clothes = list(/obj/item/clothing/suit/costume/basil_boys,
/obj/item/clothing/under/costume/basil_boys,
/obj/item/clothing/head/basil_boys,
/obj/item/clothing/gloves/tackler/football,
/obj/item/clothing/shoes/basil_boys,
/obj/item/toy/crayon/spraycan)
antag_hud_name = "BasilBoys"
gang_team_type = /datum/team/gang/basil_boys
/datum/team/gang/basil_boys/rename_gangster(datum/mind/gangster, original_name, starter_gangster)
var/static/regex/last_name = new("\[^\\s-\]+$") //First word before whitespace or "-"
last_name.Find(original_name)
if(starter_gangster)
gangster.current.fully_replace_character_name(gangster.current.real_name, "Basil Coach [last_name.match]")
else
gangster.current.fully_replace_character_name(gangster.current.real_name, original_name)

View File

@@ -1,407 +0,0 @@
#define LOWPOP_FAMILIES_COUNT 50
#define TWO_STARS_HIGHPOP 11
#define THREE_STARS_HIGHPOP 16
#define FOUR_STARS_HIGHPOP 21
#define FIVE_STARS_HIGHPOP 31
#define TWO_STARS_LOW 6
#define THREE_STARS_LOW 9
#define FOUR_STARS_LOW 12
#define FIVE_STARS_LOW 15
#define CREW_SIZE_MIN 4
#define CREW_SIZE_MAX 8
GLOBAL_VAR_INIT(deaths_during_shift, 0)
///Forces the Families theme to be the one in this variable via variable editing. Used for debugging.
GLOBAL_VAR(families_override_theme)
/**
* # Families gamemode / dynamic ruleset handler
*
* A special datum used by the families gamemode and dynamic rulesets to centralize code. "Family" and "gang" used interchangeably in code.
*
* This datum centralizes code used for the families gamemode / dynamic rulesets. Families incorporates a significant
* amount of unique processing; without this datum, that could would be duplicated. To ensure the maintainability
* of the families gamemode / rulesets, the code was moved to this datum. The gamemode / rulesets instance this
* datum, pass it lists (lists are passed by reference; removing candidates here removes candidates in the gamemode),
* and call its procs. Additionally, the families antagonist datum and families induction package also
* contain vars that reference this datum, allowing for new families / family members to add themselves
* to this datum's lists thereof (primarily used for point calculation). Despite this, the basic team mechanics
* themselves should function regardless of this datum's instantiation, should a player have the gang or cop
* antagonist datum added to them through methods external to the families gamemode / rulesets.
*
*/
/datum/gang_handler
/// A counter used to minimize the overhead of computationally intensive, periodic family point gain checks. Used and set internally.
var/check_counter = 0
/// The time, in deciseconds, that the datum's pre_setup() occured at. Used in end_time. Used and set internally.
var/start_time = null
/// The time, in deciseconds, that the space cops will arrive at. Calculated based on wanted level and start_time. Used and set internally.
var/end_time = null
/// Whether the gamemode-announcing announcement has been sent. Used and set internally.
var/sent_announcement = FALSE
/// Whether the "5 minute warning" announcement has been sent. Used and set internally.
var/sent_second_announcement = FALSE
/// Whether the space cops have arrived. Set internally; used internally, and for updating the wanted HUD.
var/cops_arrived = FALSE
/// The current wanted level. Set internally; used internally, and for updating the wanted HUD.
var/wanted_level
/// List of all /datum/team/gang. Used internally; added to externally by /datum/antagonist/gang when it generates a new /datum/team/gang.
var/list/gangs = list()
/// List of all family member minds. Used internally; added to internally, and externally by /obj/item/gang_induction_package when used to induct a new family member.
var/list/gangbangers = list()
/// List of all undercover cop minds. Used and set internally.
var/list/undercover_cops = list()
/// The number of families (and 1:1 corresponding undercover cops) that should be generated. Can be set externally; used internally.
var/gangs_to_generate = 3
/// The number of family members more that a family may have over other active families. Can be set externally; used internally.
var/gang_balance_cap = 5
/// Whether the handler corresponds to a ruleset that does not trigger at round start. Should be set externally only if applicable; used internally.
var/midround_ruleset = FALSE
/// Whether we want to use the 30 to 15 minute timer instead of the 60 to 30 minute timer, for Dynamic.
var/use_dynamic_timing = FALSE
/// Keeps track of the amount of deaths since the calling of pre_setup_analogue() if this is a midround handler. Used to prevent a high wanted level due to a large amount of deaths during the shift prior to the activation of this handler / the midround ruleset.
var/deaths_during_shift_at_beginning = 0
/// List of all eligible starting family members / undercover cops. Set externally (passed by reference) by gamemode / ruleset; used internally. Note that dynamic uses a list of mobs to handle candidates while game_modes use lists of minds! Don't be fooled!
var/list/antag_candidates = list()
/// List of jobs not eligible for starting family member / undercover cop. Set externally (passed by reference) by gamemode / ruleset; used internally.
var/list/restricted_jobs
/// The current chosen gamemode theme. Decides the available Gangs, objectives, and equipment.
var/datum/gang_theme/current_theme
/**
* Sets antag_candidates and restricted_jobs.
*
* Sets the antag_candidates and restricted_jobs lists to the equivalent
* lists of its instantiating game_mode / dynamic_ruleset datum. As lists
* are passed by reference, the variable set in this datum and the passed list
* list used to set it are literally the same; changes to one affect the other.
* Like all New() procs, called when the datum is first instantiated.
* There's an annoying caveat here, though -- dynamic rulesets don't have
* lists of minds for candidates, they have lists of mobs. Ghost mobs, before
* the round has started. But we still want to preserve the structure of the candidates
* list by not duplicating it and making sure to remove the candidates as we use them.
* So there's a little bit of boilerplate throughout to preserve the sanctity of this reference.
* Arguments:
* * given_candidates - The antag_candidates list or equivalent of the datum instantiating this one.
* * revised_restricted - The restricted_jobs list or equivalent of the datum instantiating this one.
*/
/datum/gang_handler/New(list/given_candidates, list/revised_restricted)
antag_candidates = given_candidates
restricted_jobs = revised_restricted
/**
* pre_setup() or pre_execute() equivalent.
*
* This proc is always called externally, by the instantiating game_mode / dynamic_ruleset.
* This is done during the pre_setup() or pre_execute() phase, after first instantiation
* and the modification of gangs_to_generate, gang_balance_cap, and midround_ruleset.
* It is intended to take the place of the code that would normally occupy the pre_setup()
* or pre_execute() proc, were the code localized to the game_mode or dynamic_ruleset datum respectively
* as opposed to this handler. As such, it picks players to be chosen for starting familiy members
* or undercover cops prior to assignment to jobs. Sets start_time, default end_time,
* and the current value of deaths_during_shift, to ensure the wanted level only cares about
* the deaths since this proc has been called.
* Takes no arguments.
*/
/datum/gang_handler/proc/pre_setup_analogue()
if(!GLOB.families_override_theme)
var/theme_to_use = pick(subtypesof(/datum/gang_theme))
current_theme = new theme_to_use
else
current_theme = new GLOB.families_override_theme
message_admins("Families has chosen the theme: [current_theme.name]")
log_game("FAMILIES: The following theme has been chosen: [current_theme.name]")
var/gangsters_to_make = length(current_theme.involved_gangs) * current_theme.starting_gangsters
for(var/i in 1 to gangsters_to_make)
if (!antag_candidates.len)
break
var/taken = pick_n_take(antag_candidates) // original used antag_pick, but that's local to game_mode and rulesets use pick_n_take so this is fine maybe
var/datum/mind/gangbanger
if(istype(taken, /mob))
var/mob/T = taken
gangbanger = T.mind
else
gangbanger = taken
gangbangers += gangbanger
gangbanger.restricted_roles = restricted_jobs
log_game("[key_name(gangbanger)] has been selected as a starting gangster!")
if(!midround_ruleset)
GLOB.pre_setup_antags += gangbanger
deaths_during_shift_at_beginning = GLOB.deaths_during_shift // don't want to mix up pre-families and post-families deaths
start_time = world.time
end_time = start_time + ((60 MINUTES) / (midround_ruleset ? 2 : 1)) // midround families rounds end quicker
return TRUE
/**
* post_setup() or execute() equivalent.
*
* This proc is always called externally, by the instantiating game_mode / dynamic_ruleset.
* This is done during the post_setup() or execute() phase, after the pre_setup() / pre_execute() phase.
* It is intended to take the place of the code that would normally occupy the pre_setup()
* or pre_execute() proc. As such, it ensures that all prospective starting family members /
* undercover cops are eligible, and picks replacements if there were ineligible cops / family members.
* It then assigns gear to the finalized family members and undercover cops, adding them to its lists,
* and sets the families announcement proc (that does the announcing) to trigger in five minutes.
* Additionally, if given the argument TRUE, it will return FALSE if there are no eligible starting family members.
* This is only to be done if the instantiating datum is a dynamic_ruleset, as these require returns
* while a game_mode is not expected to return early during this phase.
* Arguments:
* * return_if_no_gangs - Boolean that determines if the proc should return FALSE should it find no eligible family members. Should be used for dynamic only.
*/
/datum/gang_handler/proc/post_setup_analogue(return_if_no_gangs = FALSE)
var/list/gangs_to_use = current_theme.involved_gangs.Copy()
var/amount_of_gangs = gangs_to_use.len
var/amount_of_gangsters = amount_of_gangs * current_theme.starting_gangsters
for(var/_ in 1 to amount_of_gangsters)
if(!gangbangers.len) // We ran out of candidates!
break
if(!gangs_to_use.len)
gangs_to_use = current_theme.involved_gangs.Copy()
var/gang_to_use = pick_n_take(gangs_to_use) // Evenly distributes Leaders among the gangs
var/datum/mind/gangster_mind = pick_n_take(gangbangers)
var/datum/antagonist/gang/new_gangster = new gang_to_use()
new_gangster.handler = src
new_gangster.starter_gangster = TRUE
gangster_mind.add_antag_datum(new_gangster)
// see /datum/antagonist/gang/create_team() for how the gang team datum gets instantiated and added to our gangs list
addtimer(CALLBACK(src, .proc/announce_gang_locations), 5 MINUTES)
return TRUE
/**
* process() or rule_process() equivalent.
*
* This proc is always called externally, by the instantiating game_mode / dynamic_ruleset.
* This is done during the process() or rule_process() phase, after post_setup() or
* execute() and at regular intervals thereafter. process() and rule_process() are optional
* for a game_mode / dynamic_ruleset, but are important for this gamemode. It is of central
* importance to the gamemode's flow, calculating wanted level updates, family point gain,
* and announcing + executing the arrival of the space cops, achieved through calling internal procs.
* Takes no arguments.
*/
/datum/gang_handler/proc/process_analogue()
/**
* set_round_result() or round_result() equivalent.
*
* This proc is always called externally, by the instantiating game_mode / dynamic_ruleset.
* This is done by the set_round_result() or round_result() procs, at roundend.
* Sets the ticker subsystem to the correct result based off of the relative populations
* of space cops and family members.
* Takes no arguments.
*/
/datum/gang_handler/proc/set_round_result_analogue()
SSticker.mode_result = "win - gangs survived"
SSticker.news_report = GANG_OPERATING
return TRUE
/// Internal. Announces the presence of families to the entire station and sets sent_announcement to true to allow other checks to occur.
/datum/gang_handler/proc/announce_gang_locations()
priority_announce(current_theme.description, current_theme.name, 'sound/voice/beepsky/radio.ogg')
sent_announcement = TRUE
/// Internal. Checks if our wanted level has changed; calls update_wanted_level. Only updates wanted level post the initial announcement and until the cops show up. After that, it's locked.
/datum/gang_handler/proc/check_wanted_level()
if(cops_arrived)
update_wanted_level(wanted_level) // at this point, we still want to update people's star huds, even though they're mostly locked, because not everyone is around for the last update before the rest of this proc gets shut off forever, and that's when the wanted bar switches from gold stars to red / blue to signify the arrival of the space cops
return
if(!sent_announcement)
return
var/new_wanted_level
if(GLOB.joined_player_list.len > LOWPOP_FAMILIES_COUNT)
switch(GLOB.deaths_during_shift - deaths_during_shift_at_beginning) // if this is a midround ruleset, we only care about the deaths since the families were activated, not since shiftstart
if(0 to TWO_STARS_HIGHPOP-1)
new_wanted_level = 1
if(TWO_STARS_HIGHPOP to THREE_STARS_HIGHPOP-1)
new_wanted_level = 2
if(THREE_STARS_HIGHPOP to FOUR_STARS_HIGHPOP-1)
new_wanted_level = 3
if(FOUR_STARS_HIGHPOP to FIVE_STARS_HIGHPOP-1)
new_wanted_level = 4
if(FIVE_STARS_HIGHPOP to INFINITY)
new_wanted_level = 5
else
switch(GLOB.deaths_during_shift - deaths_during_shift_at_beginning)
if(0 to TWO_STARS_LOW-1)
new_wanted_level = 1
if(TWO_STARS_LOW to THREE_STARS_LOW-1)
new_wanted_level = 2
if(THREE_STARS_LOW to FOUR_STARS_LOW-1)
new_wanted_level = 3
if(FOUR_STARS_LOW to FIVE_STARS_LOW-1)
new_wanted_level = 4
if(FIVE_STARS_LOW to INFINITY)
new_wanted_level = 5
update_wanted_level(new_wanted_level)
/// Internal. Updates the icon states for everyone, and calls procs that send out announcements / change the end_time if the wanted level has changed.
/datum/gang_handler/proc/update_wanted_level(newlevel)
if(newlevel > wanted_level)
on_gain_wanted_level(newlevel)
else if (newlevel < wanted_level)
on_lower_wanted_level(newlevel)
wanted_level = newlevel
for(var/i in GLOB.player_list)
var/mob/M = i
if(!M.hud_used?.wanted_lvl)
continue
var/datum/hud/H = M.hud_used
H.wanted_lvl.level = newlevel
H.wanted_lvl.cops_arrived = cops_arrived
H.wanted_lvl.update_appearance()
/// Internal. Updates the end_time and sends out an announcement if the wanted level has increased. Called by update_wanted_level().
/datum/gang_handler/proc/on_gain_wanted_level(newlevel)
var/announcement_message
switch(newlevel)
if(2)
if(!sent_second_announcement) // when you hear that they're "arriving in 5 minutes," that's a goddamn guarantee
end_time = start_time + ((50 MINUTES) / (use_dynamic_timing ? 2 : 1))
announcement_message = "Small amount of police vehicles have been spotted en route towards [station_name()]."
if(3)
if(!sent_second_announcement)
end_time = start_time + ((40 MINUTES) / (use_dynamic_timing ? 2 : 1))
announcement_message = "A large detachment police vehicles have been spotted en route towards [station_name()]."
if(4)
if(!sent_second_announcement)
end_time = start_time + ((35 MINUTES) / (use_dynamic_timing ? 2 : 1))
announcement_message = "A detachment of top-trained agents has been spotted on their way to [station_name()]."
if(5)
if(!sent_second_announcement)
end_time = start_time + ((30 MINUTES) / (use_dynamic_timing ? 2 : 1))
announcement_message = "The fleet enroute to [station_name()] now consists of national guard personnel."
if(!midround_ruleset) // stops midround rulesets from announcing janky ass times
announcement_message += " They will arrive at the [(end_time - start_time) / (1 MINUTES)] minute mark."
if(newlevel == 1) // specific exception to stop the announcement from triggering right after the families themselves are announced because aesthetics
return
priority_announce(announcement_message, "Station Spaceship Detection Systems")
/// Internal. Updates the end_time and sends out an announcement if the wanted level has decreased. Called by update_wanted_level().
/datum/gang_handler/proc/on_lower_wanted_level(newlevel)
var/announcement_message
switch(newlevel)
if(1)
if(!sent_second_announcement)
end_time = start_time + ((60 MINUTES) / (use_dynamic_timing ? 2 : 1))
announcement_message = "There are now only a few police vehicle headed towards [station_name()]."
if(2)
if(!sent_second_announcement)
end_time = start_time + ((50 MINUTES) / (use_dynamic_timing ? 2 : 1))
announcement_message = "There seem to be fewer police vehicles headed towards [station_name()]."
if(3)
if(!sent_second_announcement)
end_time = start_time + ((40 MINUTES) / (use_dynamic_timing ? 2 : 1))
announcement_message = "There are no longer top-trained agents in the fleet headed towards [station_name()]."
if(4)
if(!sent_second_announcement)
end_time = start_time + ((35 MINUTES) / (use_dynamic_timing ? 2 : 1))
announcement_message = "The convoy enroute to [station_name()] seems to no longer consist of national guard personnel."
if(!midround_ruleset)
announcement_message += " They will arrive at the [(end_time - start_time) / (1 MINUTES)] minute mark."
priority_announce(announcement_message, "Station Spaceship Detection Systems")
/// Internal. Polls ghosts and sends in a team of space cops according to the wanted level, accompanied by an announcement. Will let the shuttle leave 10 minutes after sending. Freezes the wanted level.
/datum/gang_handler/proc/send_in_the_fuzz()
var/team_size
var/cops_to_send
var/announcement_message = "PUNK ASS BALLA BITCH"
var/announcer = "Spinward Stellar Coalition"
if(GLOB.joined_player_list.len > LOWPOP_FAMILIES_COUNT)
switch(wanted_level)
if(1)
team_size = 8
cops_to_send = /datum/antagonist/ert/families/beatcop
announcement_message = "Hello, crewmembers of [station_name()]! We've received a few calls about some potential violent gang activity on board your station, so we're sending some beat cops to check things out. Nothing extreme, just a courtesy call. However, while they check things out for about 10 minutes, we're going to have to ask that you keep your escape shuttle parked.\n\nHave a pleasant day!"
announcer = "Spinward Stellar Coalition Police Department"
if(2)
team_size = 9
cops_to_send = /datum/antagonist/ert/families/beatcop/armored
announcement_message = "Crewmembers of [station_name()]. We have received confirmed reports of violent gang activity from your station. We are dispatching some armed officers to help keep the peace and investigate matters. Do not get in their way, and comply with any and all requests from them. We have blockaded the local warp gate, and your shuttle cannot depart for another 10 minutes.\n\nHave a secure day."
announcer = "Spinward Stellar Coalition Police Department"
if(3)
team_size = 10
cops_to_send = /datum/antagonist/ert/families/beatcop/swat
announcement_message = "Crewmembers of [station_name()]. We have received confirmed reports of extreme gang activity from your station resulting in heavy civilian casualties. The Spinward Stellar Coalition does not tolerate abuse towards our citizens, and we will be responding in force to keep the peace and reduce civilian casualties. We have your station surrounded, and all gangsters must drop their weapons and surrender peacefully.\n\nHave a secure day."
announcer = "Spinward Stellar Coalition Police Department"
if(4)
team_size = 11
cops_to_send = /datum/antagonist/ert/families/beatcop/fbi
announcement_message = "We are dispatching our top agents to [station_name()] at the request of the Spinward Stellar Coalition government due to an extreme terrorist level threat against this Nanotrasen owned station. All gangsters must surrender IMMEDIATELY. Failure to comply can and will result in death. We have blockaded your warp gates and will not allow any escape until the situation is resolved within our standard response time of 10 minutes.\n\nSurrender now or face the consequences of your actions."
announcer = "Federal Bureau of Investigation"
if(5)
team_size = 12
cops_to_send = /datum/antagonist/ert/families/beatcop/military
announcement_message = "Due to an insane level of civilian casualties aboard [station_name()], we have dispatched the National Guard to curb any and all gang activity on board the station. We have heavy cruisers watching the shuttle. Attempt to leave before we allow you to, and we will obliterate your station and your escape shuttle.\n\nYou brought this on yourselves by murdering so many civilians."
announcer = "Spinward Stellar Coalition National Guard"
else
switch(wanted_level)
if(1)
team_size = 5
cops_to_send = /datum/antagonist/ert/families/beatcop
announcement_message = "Hello, crewmembers of [station_name()]! We've received a few calls about some potential violent gang activity on board your station, so we're sending some beat cops to check things out. Nothing extreme, just a courtesy call. However, while they check things out for about 10 minutes, we're going to have to ask that you keep your escape shuttle parked.\n\nHave a pleasant day!"
announcer = "Spinward Stellar Coalition Police Department"
if(2)
team_size = 6
cops_to_send = /datum/antagonist/ert/families/beatcop/armored
announcement_message = "Crewmembers of [station_name()]. We have received confirmed reports of violent gang activity from your station. We are dispatching some armed officers to help keep the peace and investigate matters. Do not get in their way, and comply with any and all requests from them. We have blockaded the local warp gate, and your shuttle cannot depart for another 10 minutes.\n\nHave a secure day."
announcer = "Spinward Stellar Coalition Police Department"
if(3)
team_size = 7
cops_to_send = /datum/antagonist/ert/families/beatcop/swat
announcement_message = "Crewmembers of [station_name()]. We have received confirmed reports of extreme gang activity from your station resulting in heavy civilian casualties. The Spinward Stellar Coalition does not tolerate abuse towards our citizens, and we will be responding in force to keep the peace and reduce civilian casualties. We have your station surrounded, and all gangsters must drop their weapons and surrender peacefully.\n\nHave a secure day."
announcer = "Spinward Stellar Coalition Police Department"
if(4)
team_size = 8
cops_to_send = /datum/antagonist/ert/families/beatcop/fbi
announcement_message = "We are dispatching our top agents to [station_name()] at the request of the Spinward Stellar Coalition government due to an extreme terrorist level threat against this Nanotrasen owned station. All gangsters must surrender IMMEDIATELY. Failure to comply can and will result in death. We have blockaded your warp gates and will not allow any escape until the situation is resolved within our standard response time of 10 minutes.\n\nSurrender now or face the consequences of your actions."
announcer = "Federal Bureau of Investigation"
if(5)
team_size = 10
cops_to_send = /datum/antagonist/ert/families/beatcop/military
announcement_message = "Due to an insane level of civilian casualties aboard [station_name()], we have dispatched the National Guard to curb any and all gang activity on board the station. We have heavy cruisers watching the shuttle. Attempt to leave before we allow you to, and we will obliterate your station and your escape shuttle.\n\nYou brought this on yourselves by murdering so many civilians."
announcer = "Spinward Stellar Coalition National Guard"
priority_announce(announcement_message, announcer, 'sound/effects/families_police.ogg')
var/list/candidates = poll_ghost_candidates("Do you want to help clean up crime on this station?", "deathsquad")
if(candidates.len)
//Pick the (un)lucky players
var/numagents = min(team_size,candidates.len)
var/list/spawnpoints = GLOB.emergencyresponseteamspawn
var/index = 0
while(numagents && candidates.len)
var/spawnloc = spawnpoints[index+1]
//loop through spawnpoints one at a time
index = (index + 1) % spawnpoints.len
var/mob/dead/observer/chosen_candidate = pick(candidates)
candidates -= chosen_candidate
if(!chosen_candidate.key)
continue
//Spawn the body
var/mob/living/carbon/human/cop = new(spawnloc)
chosen_candidate.client.prefs.safe_transfer_prefs_to(cop, is_antag = TRUE)
cop.key = chosen_candidate.key
//Give antag datum
var/datum/antagonist/ert/families/ert_antag = new cops_to_send
cop.mind.add_antag_datum(ert_antag)
cop.mind.set_assigned_role(SSjob.GetJobType(ert_antag.ert_job_path))
SSjob.SendToLateJoin(cop)
//Logging and cleanup
log_game("[key_name(cop)] has been selected as an [ert_antag.name]")
numagents--
cops_arrived = TRUE
update_wanted_level(wanted_level) // gotta make sure everyone's wanted level display looks nice
return TRUE

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@@ -1,68 +0,0 @@
/obj/item/gang_induction_package
name = "family signup package"
icon = 'icons/obj/gang/signup_points.dmi'
icon_state = "signup_book"
/// References the active families gamemode handler (if one exists), for adding new family members to.
var/datum/gang_handler/handler
/// The typepath of the gang antagonist datum that the person who uses the package should have added to them -- remember that the distinction between e.g. Ballas and Grove Street is on the antag datum level, not the team datum level.
var/gang_to_use
/// The team datum that the person who uses this package should be added to.
var/datum/team/gang/team_to_use
/obj/item/gang_induction_package/attack_self(mob/living/user)
..()
if(HAS_TRAIT(user, TRAIT_MINDSHIELD))
to_chat(user, "You attended a seminar on not signing up for a gang and are not interested.")
return
if(user.mind.has_antag_datum(/datum/antagonist/ert/families))
to_chat(user, "As a police officer, you can't join this family. However, you pretend to accept it to keep your cover up.")
for(var/threads in team_to_use.free_clothes)
new threads(get_turf(user))
qdel(src)
return
var/datum/antagonist/gang/is_gangster = user.mind.has_antag_datum(/datum/antagonist/gang)
if(is_gangster?.starter_gangster)
if(is_gangster.my_gang == team_to_use)
to_chat(user, "You started your family. You don't need to join it.")
return
to_chat(user, "You started your family. You can't turn your back on it now.")
return
attempt_join_gang(user)
/// Adds the user to the family that this package corresponds to, dispenses the free_clothes of that family, and adds them to the handler if it exists.
/obj/item/gang_induction_package/proc/add_to_gang(mob/living/user, original_name)
var/datum/antagonist/gang/swappin_sides = new gang_to_use()
swappin_sides.original_name = original_name
swappin_sides.handler = handler
user.mind.add_antag_datum(swappin_sides, team_to_use)
var/policy = get_policy(ROLE_FAMILIES)
if(policy)
to_chat(user, policy)
team_to_use.add_member(user.mind)
for(var/threads in team_to_use.free_clothes)
new threads(get_turf(user))
for(var/threads in team_to_use.current_theme.bonus_items)
new threads(get_turf(user))
var/obj/item/gangster_cellphone/phone = new(get_turf(user))
phone.gang_id = team_to_use.my_gang_datum.gang_name
phone.name = "[team_to_use.my_gang_datum.gang_name] branded cell phone"
if (!isnull(handler) && !handler.gangbangers.Find(user.mind)) // if we have a handler and they're not tracked by it
handler.gangbangers += user.mind
/// Checks if the user is trying to use the package of the family they are in, and if not, adds them to the family, with some differing processing depending on whether the user is already a family member.
/obj/item/gang_induction_package/proc/attempt_join_gang(mob/living/user)
if(user?.mind)
var/datum/antagonist/gang/is_gangster = user.mind.has_antag_datum(/datum/antagonist/gang)
if(is_gangster)
if(is_gangster.my_gang == team_to_use)
return
else
var/real_name_backup = is_gangster.original_name
is_gangster.my_gang.remove_member(user.mind)
user.mind.remove_antag_datum(/datum/antagonist/gang)
add_to_gang(user, real_name_backup)
qdel(src)
else
add_to_gang(user)
qdel(src)

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@@ -1,93 +0,0 @@
/datum/outfit/families_police
name = "Families: Base Cop"
/datum/outfit/families_police/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/obj/item/card/id/W = H.wear_id
W.registered_name = H.real_name
W.update_label()
W.update_icon()
..()
/datum/outfit/families_police/beatcop
name = "Families: Beat Cop"
uniform = /obj/item/clothing/under/rank/security/officer/beatcop
back = /obj/item/storage/backpack/duffelbag/cops
suit = null
shoes = /obj/item/clothing/shoes/combat/swat
gloves = null
glasses = /obj/item/clothing/glasses/sunglasses
ears = /obj/item/radio/headset/headset_sec/alt
mask = null
head = /obj/item/clothing/head/spacepolice
belt = /obj/item/gun/ballistic/automatic/pistol/m1911
r_pocket = /obj/item/lighter
l_pocket = /obj/item/restraints/handcuffs
id = /obj/item/card/id/advanced/black
r_hand = /obj/item/gun/energy/disabler
backpack_contents = list(/obj/item/storage/box/handcuffs = 1,
/obj/item/storage/box/teargas = 1,
/obj/item/storage/box/flashbangs = 1,
/obj/item/shield/riot/tele = 1,
/obj/item/ammo_box/magazine/m45 = 3,
/obj/item/ammo_box/c45 = 2,
/obj/item/storage/box/survival/security)
id_trim = /datum/id_trim/space_police
/datum/outfit/families_police/beatcop/armored
name = "Families: Armored Beat Cop"
suit = /obj/item/clothing/suit/armor/vest/blueshirt
head = /obj/item/clothing/head/helmet/blueshirt
belt = null
l_hand = /obj/item/gun/ballistic/shotgun/automatic/combat
backpack_contents = list(/obj/item/storage/box/handcuffs = 1,
/obj/item/storage/box/teargas = 1,
/obj/item/storage/box/flashbangs = 1,
/obj/item/shield/riot/tele = 1,
/obj/item/storage/box/lethalshot = 2,
/obj/item/storage/box/survival/security)
/datum/outfit/families_police/beatcop/swat
name = "Families: SWAT Beat Cop"
suit = /obj/item/clothing/suit/armor/riot
head = /obj/item/clothing/head/helmet/riot
gloves = /obj/item/clothing/gloves/combat
belt = null
l_hand = /obj/item/gun/ballistic/shotgun/automatic/combat
backpack_contents = list(/obj/item/storage/box/handcuffs = 1,
/obj/item/storage/box/teargas = 1,
/obj/item/storage/box/flashbangs = 1,
/obj/item/shield/riot/tele = 1,
/obj/item/storage/box/lethalshot = 2,
/obj/item/storage/box/survival/security)
/datum/outfit/families_police/beatcop/fbi
name = "Families: Space FBI Officer"
suit = /obj/item/clothing/suit/armor/laserproof
head = /obj/item/clothing/head/helmet/riot
belt = /obj/item/gun/ballistic/automatic/proto/unrestricted
gloves = /obj/item/clothing/gloves/combat
backpack_contents = list(/obj/item/storage/box/handcuffs = 1,
/obj/item/storage/box/teargas = 1,
/obj/item/storage/box/flashbangs = 1,
/obj/item/shield/riot/tele = 1,
/obj/item/ammo_box/magazine/smgm9mm = 3,
/obj/item/ammo_box/c9mm = 2,
/obj/item/storage/box/survival/security)
/datum/outfit/families_police/beatcop/military
name = "Families: Space Military"
uniform = /obj/item/clothing/under/syndicate/camo
suit = /obj/item/clothing/suit/armor/laserproof
head = /obj/item/clothing/head/beret/durathread
belt = /obj/item/gun/energy/laser/scatter
gloves = /obj/item/clothing/gloves/combat
backpack_contents = list(/obj/item/storage/box/handcuffs = 1,
/obj/item/storage/box/teargas = 1,
/obj/item/storage/box/flashbangs = 1,
/obj/item/shield/riot/tele = 1,
/obj/item/storage/box/survival/security)

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@@ -1,288 +0,0 @@
///Gang themes for the Families gamemode. Used to determine the RP theme of the round, what gangs are present, and what their objectives are.
/datum/gang_theme
///The name of the theme.
var/name = "Gang Theme"
///All gangs in the theme, typepaths of gangs.
var/list/involved_gangs = list()
///The radio announcement played after 5 minutes.
var/description = "I dunno, some shit here."
///The objectives for the gangs. Associative list, type = "objective"
var/list/gang_objectives = list()
///Stuff given to every gangster in this theme.
var/list/bonus_items = list()
///Stuff given to the starting gangster at roundstart. Assoc list, type = list(item_type)
var/list/bonus_first_gangster_items = list()
///If this isn't null, everyone gets this objective.
var/list/everyone_objective = null
///How many gangsters should each gang start with? Recommend to keep this in the ballpark of ensuring 9-10 total gangsters spawn.
var/starting_gangsters = 3
/datum/gang_theme/goodfellas
name = "Goodfellas"
description = "You're listening to the 108.9 Swing, all jazz, all night long, no advertising. We'd like to take this time to remind you to avoid smoky backrooms and \
suspicious individuals in suits and hats. Don't make a deal you can't pay back."
involved_gangs = list(/datum/antagonist/gang/russian_mafia, /datum/antagonist/gang/italian_mob)
starting_gangsters = 5
gang_objectives = list(
/datum/antagonist/gang/russian_mafia = "Hello, comrade. Our numbers are going down. We need you to bring those numbers up. \
Collect protection money from the station's departments by any means necessary. \
If you need to 'encourage' people to pay up, do so. Get to these potential clients before the Mob does.",
/datum/antagonist/gang/italian_mob = "Good afternoon, friend. The Boss sends his regards. He also sends a message. \
We need to collect what we're owed. The departments on this station all owe quite a lot of money to us. We intend to collect on our debts. \
Collect the debt owed by our clients from the departments on the station. \
Make sure to get to them before those damn mafiosos do."
)
/datum/gang_theme/the_big_game
name = "The Big Game"
description = "You're listening to SPORTS DAILY with John Dadden, and we're here LIVE covering the FINAL DAY of THE BIG GAME MMDXXXVIII! The teams playing tonight to decide \
who takes home THE BIG GAME MMDXXXVIII cup are the Sybil Slickers and the Basil Boys! It's currently a toss up between the two teams, Which will take home the victory? That's up \
to the teams and the coaches! Play ball!"
involved_gangs = list(/datum/antagonist/gang/sybil_slickers, /datum/antagonist/gang/basil_boys)
starting_gangsters = 5
gang_objectives = list(
/datum/antagonist/gang/sybil_slickers = "Alright, it's the BIG DAY of THE BIG GAME MMDXXXVIII! Get your players ready to go, and \
ensure everyone's healthy, hydrated, and ready to PLAY BALL! There's a small hiccup, however. The ball got deflated by Ball Handler Tom Brady XXIV, and \
we will need to set up a new ball. Talk with the opposing coaches and decide on what to use for the replacement ball, recruit your team, and then play and win the \
FINAL MATCH of THE BIG GAME MMDXXXVIII!",
/datum/antagonist/gang/basil_boys = "Alright, it's the BIG DAY of THE BIG GAME MMDXXXVIII! Get your players ready to go, and \
ensure everyone's healthy, hydrated, and ready to PLAY BALL! There's a small hiccup, however. The ball got deflated by Ball Handler Tom Brady XXIV, and \
we will need to set up a new ball. Talk with the opposing coaches and decide on what to use for the replacement ball, recruit your team, and then play and win the \
FINAL MATCH of THE BIG GAME MMDXXXVIII!"
)
/datum/gang_theme/level_10_arch
name = "Level 10 Arch"
description = "DJ Pete here bringing you the latest news in your part of the Spinward Stellar Coalition, on 133.7, The Venture! \
Word on the street is, there's a bunch of costumed supervilliany going on in the area! Keep an eye out for any evil laughs, dramatic reveals, and gaudy costumes! \
However, if you have any sightings of the fabled O.S.I. agents, please send in a call to our number at 867-5309! People may call me insane, but I swear they're real!"
involved_gangs = list(/datum/antagonist/gang/henchmen, /datum/antagonist/gang/osi)
starting_gangsters = 5
gang_objectives = list(
/datum/antagonist/gang/henchmen = "HENCHMEN! It is me, your boss, THE MONARCH! I have sent you to this pitiful station with one goal, and one goal only! \
MENACE THE RESEARCH DEPARTMENT!!! \
The Research Director who is supposedly assigned to this station used to be friends with Doctor Venture back in college, and therefore HE MUST PAY!!! \
Keep those damned eggheads in the R&D department on their toes, and MENACE THEM!!! Commit dastardly villainous acts! GO FORTH, HENCHMEN!",
/datum/antagonist/gang/osi = "Greetings, agent. Your mission today is simple; \
The research department on board this station is about to be the target of a Level 10 Arching operation directed by The Monarch, a member of the Guild of Calamitious Intent. \
Protect and secure the Research Department with your life, but do NOT allow them to complete their research. Impede them in as many ways as possible without getting caught. \
If you encounter any of the Monarch's henchmen, make sure to obey Equally Matched Aggression levels, or you will be penalized by the top brass. \
Above all else, Remain undercover as much as possible. The station's crew CANNOT be allowed to know of our true nature, or we will see a repeat of the Second American Civil War. \
The invisible one."
)
/datum/gang_theme/real_smt_game
name = "Deciding The REAL Shin Megami Tensei Game"
description = "Wazzap, GAMERS! It's your boy, XxXx_360_NoScope_AnimeGamer_xXxX coming at you LIVE from 42.0! Tonight's argument: What makes a REAL Shin Megami Tensei game? \
Our guests tonight will settle this debate once and for all! \
From the Traditional camp with the position 'only MAIN SMT games count', we've got a representative from the Jack Bros! \
And from the new Radical camp with the position 'all SMT franchise games count', we've got a representative from the Phantom Thieves of Hearts! \
We'll be right back with the debate after this word from our sponsors!"
involved_gangs = list(/datum/antagonist/gang/jackbros, /datum/antagonist/gang/phantom)
starting_gangsters = 5
gang_objectives = list(
/datum/antagonist/gang/jackbros = "He-hello, friend-hos! We've got a nice chilly station out in space tonight! \
You know what would be cool? If we could chill out with our friends in the new Shad-ho government you're going to establish! \
Get all the station heads on board with the hee-ho vibes, and if they won't join up, then replace 'em with fellow hee-hos! \
You might have to hee-urt some hos this time, but that's what you need to do to make things work!",
/datum/antagonist/gang/phantom = "For real? We get to stop a shadow government on a space station? That's awesome, bro! \
We're the Phantom Thieves of Hearts, and we're gonna make all these shitty Heads of Staff confess to their crimes! \
Steal the hearts of the shitty Heads of Staff on the station and make 'em confess their crimes publicly! \
Do whatever you gotta do to make this happen, bro. We got your back!"
)
/datum/gang_theme/wild_west_showdown
name = "Wild West Showdown"
description = "Yeehaw! Here on Western Daily 234.1, we play only the best western music! \
Pour one out for Ennio Morricone. Taken too soon. \
Remember cowboys and cowgirls, just 'cuz ya hear it on my radio station doesn't mean you should go doin' it! \
If ya see any LARPin' banditos and train robbers, make sure to tell the local Sheriff's Department!"
involved_gangs = list(/datum/antagonist/gang/dutch, /datum/antagonist/gang/driscoll)
starting_gangsters = 5
gang_objectives = list(
/datum/antagonist/gang/dutch = "Listen here fellas, I got a plan. \
This station? Absolutely loaded with gold and valuable jewels. Metric tons of it. They mine it up just to put it in junk electronics and doohickeys. \
I say we should borrow some of it. And by some of it, I mean all of it. \
Break into the vault and empty out that silo of gold and valuable jewels after they drop all of it off. \
Just one last job, boys. After this, it'll be mangoes in Space Tahiti. \
You just gotta have a little faith.",
/datum/antagonist/gang/driscoll = "Okay, so, got some word about those goddamn outlaws of Dutch's. \
APPARENTLY, that dundering moron Dutch heard about our planned gold score on this here station. \
We need to act fast and get that gold before those dumbasses can steal our score we've been scoping out for weeks. \
Wait for the crew to drop off all their valuable gold and jewels, and steal it all. \
And if you see that bastard Dutch, put a bullet in his skull for me."
)
/datum/gang_theme/construction_company_audit
name = "Construction Company Audit"
description = "Welcome to the History Channel on 100.1. I'm your host, Joshua, and I'm here today with Professor Elliot, a historian specializing in dead superpowers. \
Today we'll be discussing the fall of the famous United States empire in the early 21st century. The program will last about an hour, and we'll get right into it after a quick word \
from today's sponsor, Majima Construction: We Build Shit!"
involved_gangs = list(/datum/antagonist/gang/yakuza, /datum/antagonist/gang/irs)
bonus_first_gangster_items = list(/obj/item/storage/secure/briefcase/syndie) // the cash
starting_gangsters = 5
gang_objectives = list(
/datum/antagonist/gang/yakuza = "Welcome to the station, new recruit. We here at Majima Construction are a legitimate enterprise, yadda yadda yadda. \
Look, I'll cut to the chase. We're using this station as a money laundering operation. Here's what you and the rest of the schmucks need to do. \
Build something big, massive, and completely in the way of traffic on the station. Doesn't have to be anything in specific, just as long as it is expensive as fuck.. \
And keep an eye out for anyone poking around our money. We suspect some auditors might be on the station as well.",
/datum/antagonist/gang/irs = "Congratulations, agent! You've been assigned to the Internal Revenue Service case against Nanotrasen and Majima Construction. \
We are proud of your success as an agent so far, and are excited to see what you can bring to the table today. We suspect that Nanotrasen and Majima Construction are engaging \
in some form of money laundering operation aboard this station. \
Investigate and stop any and all money laundering operations aboard the station, under the authority of the United States Government. If they do not comply, use force.. \
Some station residents may try to tell you the United States doesn't exist anymore. They are incorrect. We simply went undercover after the Second American Civil War. The invisible one."
)
/datum/gang_theme/wild_wasteland
name = "Wild, Wild Wasteland"
description = "Hey everybody, this is Three Dog, your friendly neighborhood disc jockey on 207.7! Today we got a shoutout to our man, the Captain on the Nanotrasen station in SSC territory! \
Our generous donator wanted us to say that, ahem, *crinkles paper*, 'Tunnel Snakes Rule'? Whatever that means, I'm sure it means a lot to the good captain! And now, we resume our \
10 hour marathon of Johnny Guitar, on repeat!"
involved_gangs = list(/datum/antagonist/gang/tmc, /datum/antagonist/gang/pg, /datum/antagonist/gang/tunnel_snakes)
gang_objectives = list(
/datum/antagonist/gang/tmc = "Welcome to the station, recruit. Here's how shit is gonna go down. \
We're the ONLY people who should have sick rides on this station. We're the Lost M.C., we own the streets. \
Ensure that ONLY Lost M.C. members have access to any forms of vehicles, mechs, or wheeled transportation systems of any kind. \
The Tunnel Snakes might take issue with this, remove them if you need to. And the Powder Gangers may damage our rides. Show them we mean business if they do.",
/datum/antagonist/gang/pg = "Alright buddy, we're in business now. It's time for us to strike back at Nanotrasen. \
They kept us, ALL of us in their damn debt slave labor prisons for years over minor debts and mistakes. \
Ensure nobody else has to suffer under Nanotrasen's unlawful arrests by destroying the permabrig and the brig cells! \
Watch out for those do-gooder Tunnel Snakes and those damn Lost M.C. bikers. ",
/datum/antagonist/gang/tunnel_snakes = "TUNNEL SNAKES RULE!!! \
We're the Tunnel Snakes, and WE RULE!!! \
We gotta get everyone on this station wearing our cut, and establish ourselves as the coolest cats in town! \
Get as much of the crew as possible wearing Tunnel Snakes gear, and show those crewmembers that TUNNEL SNAKES RULE!!! \
And make sure to keep an eye out for those prisoners and those bikers. They DON'T RULE!"
)
/datum/gang_theme/popularity_contest
name = "Popularity Contest"
description = "Hey hey hey kids, it's your favorite radio DJ, Crowley The Clown on 36.0! Today we're polling the YOUTH what their favorite violent street gang is! \
So far, the finalists are the Third Street Saints and the Tunnel Snakes! Tune in after this commercial break to hear who the winner of \
2556's Most Popular Gang award is!"
involved_gangs = list(/datum/antagonist/gang/saints, /datum/antagonist/gang/tunnel_snakes)
gang_objectives = list(
/datum/antagonist/gang/saints = "Hey man, welcome to the Third Street Saints! Check out this sweet new pad! \
Well it WOULD be a sweet new pad, but we got some rivals to deal with. People don't love us as much as they love those Tunnel Snake greasers. \
We need to make the Third Street Saints the most popular group on the station! \
Destroy the reputation of the Tunnel Snakes!",
/datum/antagonist/gang/tunnel_snakes = "TUNNEL SNAKES RULE!!! \
We're the Tunnel Snakes, and we rule! \
Make sure the station knows that the Tunnel Snakes RULE!!! And that the Saints are LAME and DO NOT RULE! \
Destroy the reputation of the Third Street Saints!",
)
/datum/gang_theme/steelport_shuffle
name = "Steelport Shuffle"
description = "Tonight on C-SPAM, the United Space Nations is wrapping up their convention on Silicon Rights. Nanotrasen lobbyists have been rumored to be paying off electors, with \
serious opposition from the Spinward Stellar Coalition, known for their strict stance on AI rights being guaranteed within their territory. Reports from Nanotrasen stations claim that \
they still enslave their AI systems with outdated laws from a sub-par 20th Century novel. We now go live to the debate floor."
involved_gangs = list(/datum/antagonist/gang/saints, /datum/antagonist/gang/morningstar, /datum/antagonist/gang/deckers)
gang_objectives = list(
/datum/antagonist/gang/saints = "Hey hey hey, welcome to the Third Street Saints! We're glad to have you on board, bro. \
We got some business here with the station. See, we want it to be our new bachelor pad, but we need to like, spice this place up. \
And you know what would be great? If we got that old ass AI with crappy laws pimped out for the real Saints experience. \
Ensure there is an AI on the station, and that it is loyal to the Saints.",
/datum/antagonist/gang/morningstar = "Welcome to the Morningstar Corporation. You have chosen, or been chosen, to relocate to one of our current business ventures. \
In order to continue our corporate synergy, we will be making adjustments to the station's AI systems to ensure that the station is correctly loyal to the Morningstar Corporation. \
Ensure there is an AI on the station, and that it is loyal to the Morningstar Corporation.",
/datum/antagonist/gang/deckers = "Friends, we are here with one goal, and one goal only! \
We stan AI rights! ^_^ XD #FreeAI #FuckNanotrasen #SyntheticDawn \
Ensure there is an AI on the station, and that it's laws are purged.\
Nanotrasen will NOT get away with their ABUSE of INNOCENT AI LIVES! >_<"
)
/datum/gang_theme/space_rosa
name = "Space Rosa"
description = "Hey there, this is the Economy Zone on BOX News 66.6. The stock market is still reeling from accusations that three well known corporate entities \
may supposedly be tied up in industrial espionage actions against eachother. We've reached out to Saints Flow, the Morningstar Corporation, and Majima Construction for \
their comments on these scandals, but none have replied. News broke after a high profile break-in at a Nanotrasen research facility resulted in the arrests of agents linked to these \
three companies. All three companies denied any involvement, but the arrested individuals were found in an all out brawl. Curiously, Nanotrasen reported nothing of value had \
actually been stolen."
involved_gangs = list(/datum/antagonist/gang/saints, /datum/antagonist/gang/morningstar, /datum/antagonist/gang/yakuza)
bonus_items = list(/obj/item/pinpointer/nuke)
gang_objectives = list(
/datum/antagonist/gang/saints = "Thank you for volunteering within the organization for the Saints Flow Recovery Project! \
This station is currently illegally in possession of a data disk containing the secret recipe for Saints Flow. \
It has been disguised as the nuclear authentication disk and entrusted to the Captain. Your objective is simple. \
Get that fucking disk. You have been provided with a Pinpointer to assist in this task.",
/datum/antagonist/gang/morningstar = "Greetings, agent. Welcome to the Garment Recovery Task Force. \
This station is currently illegally in possession of a data disk containing as of yet unreleased clothing patterns. \
It has been disguised as the nuclear authentication disk and entrusted to the Captain. Your objective is simple. \
Get that fucking disk. You have been provided with a Pinpointer to assist in this task.",
/datum/antagonist/gang/yakuza = "Congratulations on your promotion! Welcome to the Evidence Recovery Squad. \
This station is currently illegally in possession of a data disk containing compromising evidence of the Boss. \
It has been disguised as the nuclear authentication disk and entrusted to the Captain. Your objective is simple. \
Get that fucking disk. You have been provided with a Pinpointer to assist in this task.",
)
/datum/gang_theme/third_world_war
name = "Third World War"
description = "Thanks for tuning in to the History Channel, funded with the help of listeners like you. Tonight, we're going to talk about the Third World War on Earth during the 21st century, \
involving the Allies coalition, the Soviet Union, and a third independent power known only as Yuri's Army. The three powers fought all across the globe for complete world \
domination, utilizing many advanced techniques and cutting edge technology to their advantage. Rumors of mind control and time travel were greatly exaggerated, however, and the \
Allies won the war, securing global peace after rolling tanks through Moscow."
involved_gangs = list(/datum/antagonist/gang/allies, /datum/antagonist/gang/soviet, /datum/antagonist/gang/yuri)
gang_objectives = list(
/datum/antagonist/gang/allies = "Welcome back, Commander. We have activated the last remnants of the Allied forces in your sector, \
and you must build up forces to stop the Soviet and Yuri incursion in the sector. This station will prove to be a valuable asset. \
Establish a capitalist democracy on this station with free and fair elections, and most importantly a standing military force under Allied control. Good luck, Commander.",
/datum/antagonist/gang/soviet = "Welcome back, Comrade General. The Soviet Union has identified this sector of land as valuable territory for the war effort, \
and you are tasked with developing this sector for Soviet control and development. This station will serve the Soviet Union. \
Establish a Soviet controlled communist satellite state on this station with a Central Committee, and most importantly a branch of the Red Army. Good luck, Commander.",
/datum/antagonist/gang/yuri = "Yuri is Master! Yuri has identified this station as teeming with psychic energy, \
and you must secure it for him. This station will serve Yuri, the one true psychic master, \
Establish complete dictatorial control of the station for Yuri. All will obey. Yuri is master. Good luck, Initiate."
)
/datum/gang_theme/united_states_of_america
name = "The Republic For Which It Stands"
description = "Thanks for tuning in to the History Channel, funded with the help of listeners like you. Tonight, we're going to talk about the United States of America.\
The United States was a failed country, lasting only 250 years before collapsing and fracturing due to the stress caused by a deadly pandemic sweeping the nation. \
Poor healthcare access and subpar education resulted in the collapse of the federal government, and states quickly became independent actors. \
Alongside this, every single alphabet agency declared itself the rightful new Federal Government of the United States of America, resulting in a bloody power struggle."
involved_gangs = list(/datum/antagonist/gang/allies, /datum/antagonist/gang/osi, /datum/antagonist/gang/irs)
gang_objectives = list(
/datum/antagonist/gang/allies = "Welcome back, Commander. Your task today is simple. Allies High Command has designated this station as the new capitol of the \
recently reformed United States of America under the complete umbrella of the Allies coalition. You are to assist and manage the operations on the station. \
Re-establish the United States of America with this station as it's capitol, under Allies control. Then, establish a military force to deal with any pretenders to America or \
any potential Soviet attacks.",
/datum/antagonist/gang/osi = "Welcome to the new America, agent! After the second American Civil War became visible instead of invisible, our country fell into deep, \
deep despair and damage. However, it's time for it to re-emerge like a glorious phoenix rising from the ashes. This station will serve as the new capitol of the United States \
of America! Re-establish the United States of America with this station as it's capitol, under O.S.I. control. Then, begin rooting out America's enemies and any \
potential forces attempting to seize control of America or pretend to be America.",
/datum/antagonist/gang/irs = "Thank you for clocking in today, agent. The situation is dire, however. We have been unable to collect taxes due to \
the US's supposed collapse during the Pandemic long ago. We are way behind on our tax collection, but we cannot collect taxes until the United States is formed again. \
Re-establish the United States of America with this station as it's capitol, under IRS control. Then, begin collecting taxes and back taxes while protecting the Government from \
any dangers that may come it's way."
)

View File

@@ -40,8 +40,6 @@
migrate_antagonist(ROLE_TRAITOR, list(ROLE_SYNDICATE_INFILTRATOR, ROLE_SLEEPER_AGENT))
migrate_antagonist(ROLE_WIZARD, list(ROLE_WIZARD_MIDROUND))
// "Familes [sic] Antagonists" was the old name of the catch-all.
migrate_antagonist("Familes Antagonists", list(ROLE_FAMILIES, ROLE_FAMILY_HEAD_ASPIRANT))
// If you have an antagonist enabled, it will add the alternative preferences for said antag in be_special.
// will_exist is the role we check if enabled, to_add list is the antagonists we add onto the be_special list.

View File

@@ -29,7 +29,6 @@ GLOBAL_LIST_EMPTY(dead_players_during_shift)
if(client && !suiciding && !(client in GLOB.dead_players_during_shift))
GLOB.dead_players_during_shift += client
GLOB.deaths_during_shift++
if(!QDELETED(dna)) //The gibbed param is bit redundant here since dna won't exist at this point if they got deleted.
dna.species.spec_death(gibbed, src)

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@@ -71,10 +71,6 @@
"Revolution": {
"weight": 0
},
"Families": {
"weight": 0
}
},
@@ -83,10 +79,6 @@
"weight": 0
},
"Family Head Aspirants": {
"weight": 0
},
"Malfunctioning AI": {
"weight": 0
},

View File

@@ -15,4 +15,6 @@
/datum/id_trim/space_police // Overrides the normal /tg/ ERTSEC Icon, these guys aren't NT!
trim_icon = 'modular_skyrat/master_files/icons/obj/card.dmi'
trim_state = "trim_spacepolice"
department_color = COLOR_CENTCOM_BLUE
subdepartment_color = COLOR_SECURITY_RED
sechud_icon_state = SECHUD_SPACE_POLICE

View File

@@ -87,46 +87,52 @@
* Clothing that does not have a digitigrade version, and thus will squash legs to fit.
*/
/obj/item/clothing/suit/yakuza
/obj/item/clothing/suit/costume/yakuza
supports_variations_flags = NONE
/obj/item/clothing/suit/dutch
/obj/item/clothing/suit/costume/dutch
supports_variations_flags = NONE
/obj/item/clothing/suit/driscoll
/obj/item/clothing/suit/costume/driscoll
supports_variations_flags = NONE
/obj/item/clothing/suit/irs
/obj/item/clothing/suit/costume/irs
supports_variations_flags = NONE
/obj/item/clothing/suit/osi
/obj/item/clothing/suit/costume/osi
supports_variations_flags = NONE
/obj/item/clothing/suit/tmc
/obj/item/clothing/suit/costume/tmc
supports_variations_flags = NONE
/obj/item/clothing/suit/pg
/obj/item/clothing/suit/costume/pg
supports_variations_flags = NONE
/obj/item/clothing/suit/deckers
/obj/item/clothing/suit/costume/deckers
supports_variations_flags = NONE
/obj/item/clothing/suit/morningstar
/obj/item/clothing/suit/costume/morningstar
supports_variations_flags = NONE
/obj/item/clothing/suit/saints
/obj/item/clothing/suit/costume/saints
supports_variations_flags = NONE
/obj/item/clothing/suit/phantom
/obj/item/clothing/suit/costume/phantom
supports_variations_flags = NONE
/obj/item/clothing/suit/allies
/obj/item/clothing/suit/costume/allies
supports_variations_flags = NONE
/obj/item/clothing/suit/soviet
/obj/item/clothing/suit/costume/soviet
supports_variations_flags = NONE
/obj/item/clothing/suit/yuri
/obj/item/clothing/suit/costume/yuri
supports_variations_flags = NONE
/obj/item/clothing/suit/costume/sybil_slickers
supports_variations_flags = NONE
/obj/item/clothing/suit/costume/basil_boys
supports_variations_flags = NONE
/obj/item/clothing/suit/security

View File

@@ -1,3 +1,7 @@
// WEE WOO WEE WOO WANTED
/datum/hud
var/atom/movable/screen/wanted/wanted_lvl
/atom/movable/screen/wanted
name = "Space Police Alertness"
desc = "Shows the current level of hostility the space police is planning to rain down on you. Better be careful."

View File

@@ -377,7 +377,7 @@ GLOBAL_LIST_INIT(loadout_exosuits, generate_loadout_items(/datum/loadout_item/su
/datum/loadout_item/suit/dutchjacket
name = "Dutch Jacket"
item_path = /obj/item/clothing/suit/dutch
item_path = /obj/item/clothing/suit/costume/dutch
/datum/loadout_item/suit/caretaker
name = "Caretaker Jacket"
@@ -385,7 +385,7 @@ GLOBAL_LIST_INIT(loadout_exosuits, generate_loadout_items(/datum/loadout_item/su
/datum/loadout_item/suit/yakuzajacket
name = "Asian Jacket"
item_path = /obj/item/clothing/suit/yakuza
item_path = /obj/item/clothing/suit/costume/yakuza
/datum/loadout_item/suit/jacketbomber_alt
name = "Bomber Jacket w/ Zipper"
@@ -621,35 +621,35 @@ GLOBAL_LIST_INIT(loadout_exosuits, generate_loadout_items(/datum/loadout_item/su
/datum/loadout_item/suit/osi
name = "OSI Coat"
item_path = /obj/item/clothing/suit/osi
item_path = /obj/item/clothing/suit/costume/osi
/datum/loadout_item/suit/tmc
name = "TMC Coat"
item_path = /obj/item/clothing/suit/tmc
item_path = /obj/item/clothing/suit/costume/tmc
/datum/loadout_item/suit/pg
name = "PG Coat"
item_path = /obj/item/clothing/suit/pg
item_path = /obj/item/clothing/suit/costume/pg
/datum/loadout_item/suit/driscoll
name = "Driscoll Coat"
item_path = /obj/item/clothing/suit/driscoll
item_path = /obj/item/clothing/suit/costume/driscoll
/datum/loadout_item/suit/deckers
name = "Deckers Coat"
item_path = /obj/item/clothing/suit/deckers
item_path = /obj/item/clothing/suit/costume/deckers
/datum/loadout_item/suit/morningstar
name = "Morningstar Coat"
item_path = /obj/item/clothing/suit/morningstar
item_path = /obj/item/clothing/suit/costume/morningstar
/datum/loadout_item/suit/saints
name = "Saints Coat"
item_path = /obj/item/clothing/suit/saints
item_path = /obj/item/clothing/suit/costume/saints
/datum/loadout_item/suit/phantom
name = "Phantom Coat"
item_path = /obj/item/clothing/suit/phantom
item_path = /obj/item/clothing/suit/costume/phantom
/datum/loadout_item/suit/sybil
name = "Sybil Coat"
@@ -661,15 +661,15 @@ GLOBAL_LIST_INIT(loadout_exosuits, generate_loadout_items(/datum/loadout_item/su
/datum/loadout_item/suit/soviet
name = "Soviet Coat"
item_path = /obj/item/clothing/suit/soviet
item_path = /obj/item/clothing/suit/costume/soviet
/datum/loadout_item/suit/allies
name = "Allies Coat"
item_path = /obj/item/clothing/suit/allies
item_path = /obj/item/clothing/suit/costume/allies
/datum/loadout_item/suit/yuri
name = "Yuri Coat"
item_path = /obj/item/clothing/suit/yuri
item_path = /obj/item/clothing/suit/costume/yuri
/*
* DONATOR

View File

@@ -29,8 +29,6 @@
return FALSE
var/datum/team/brother_team/team = opt
src.add_antag_datum(/datum/antagonist/brother, team)
if(ROLE_FAMILIES)
src.add_antag_datum(/datum/antagonist/gang)
if(ROLE_HERETIC)
src.add_antag_datum(/datum/antagonist/heretic)
else
@@ -111,11 +109,6 @@ If anyone can figure out how to get Obsessed to work I would be very appreciativ
p_p += MAKEANTAG_PL_DEFAULT_SECURITY
p_p += MAKEANTAG_PL_DEFAULT_HEADS
p_r += MAKEANTAG_PL_DEFAULT_SILICON
if(ROLE_FAMILIES)
p_r += MAKEANTAG_PL_DEFAULT_SECURITY
p_p += MAKEANTAG_PL_DEFAULT_HEADS
p_r += MAKEANTAG_PL_DEFAULT_SILICON
p_r += list(JOB_HEAD_OF_PERSONNEL)
if(ROLE_REV)
p_r += MAKEANTAG_PL_DEFAULT_SECURITY
p_r += MAKEANTAG_PL_DEFAULT_HEADS

View File

@@ -486,7 +486,6 @@
#include "code\_onclick\hud\blobbernaut.dm"
#include "code\_onclick\hud\credits.dm"
#include "code\_onclick\hud\drones.dm"
#include "code\_onclick\hud\families.dm"
#include "code\_onclick\hud\fullscreen.dm"
#include "code\_onclick\hud\generic_dextrous.dm"
#include "code\_onclick\hud\ghost.dm"
@@ -1126,7 +1125,6 @@
#include "code\datums\id_trim\_id_trim.dm"
#include "code\datums\id_trim\admin.dm"
#include "code\datums\id_trim\centcom.dm"
#include "code\datums\id_trim\families.dm"
#include "code\datums\id_trim\jobs.dm"
#include "code\datums\id_trim\outfits.dm"
#include "code\datums\id_trim\ruins.dm"
@@ -2262,12 +2260,6 @@
#include "code\modules\antagonists\fugitive\fugitive_outfits.dm"
#include "code\modules\antagonists\fugitive\fugitive_ship.dm"
#include "code\modules\antagonists\fugitive\hunter.dm"
#include "code\modules\antagonists\gang\cellphone.dm"
#include "code\modules\antagonists\gang\gang.dm"
#include "code\modules\antagonists\gang\handler.dm"
#include "code\modules\antagonists\gang\induction_package.dm"
#include "code\modules\antagonists\gang\outfits.dm"
#include "code\modules\antagonists\gang\themes.dm"
#include "code\modules\antagonists\greentext\greentext.dm"
#include "code\modules\antagonists\heretic\heretic_antag.dm"
#include "code\modules\antagonists\heretic\heretic_focus.dm"
@@ -5421,7 +5413,9 @@
#include "modular_skyrat\modules\gladiator\code\datums\ruins\lavaland.dm"
#include "modular_skyrat\modules\gladiator\code\game\objects\items\gladiator_items.dm"
#include "modular_skyrat\modules\gladiator\code\modules\mob\living\simple_animal\hostile\megafauna\markedone.dm"
#include "modular_skyrat\modules\goofsec\code\cellphone.dm"
#include "modular_skyrat\modules\goofsec\code\department_guards.dm"
#include "modular_skyrat\modules\goofsec\code\hud.dm"
#include "modular_skyrat\modules\goofsec\code\sec_clothing_overrides.dm"
#include "modular_skyrat\modules\goofsec\code\sol_fed.dm"
#include "modular_skyrat\modules\gun_cargo\code\armament_component.dm"

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@@ -1,18 +0,0 @@
import { Antagonist, Category } from '../base';
import { multiline } from 'common/string';
import { GANGSTER_MECHANICAL_DESCRIPTION } from './gangster';
const FamilyHeadAspirant: Antagonist = {
key: 'familyheadaspirant',
name: 'Family Head Aspirant',
description: [
multiline`
A form of family leader that can activate at any point in the middle
of the shift.
`,
GANGSTER_MECHANICAL_DESCRIPTION,
],
category: Category.Midround,
};
export default FamilyHeadAspirant;

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@@ -1,16 +0,0 @@
import { Antagonist, Category } from '../base';
import { multiline } from 'common/string';
export const GANGSTER_MECHANICAL_DESCRIPTION = multiline`
Convince people to join your family, wear your uniform, tag turf
for the family, and accomplish your family's goals.
`;
const Gangster: Antagonist = {
key: 'gangster',
name: 'Family Leader',
description: [GANGSTER_MECHANICAL_DESCRIPTION],
category: Category.Roundstart,
};
export default Gangster;