[MIRROR] [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety [MDB IGNORE] (#10620)

* [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety

* updates and fixes

* ffff

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
This commit is contained in:
SkyratBot
2022-01-12 03:25:38 +00:00
committed by GitHub
co-authored by Watermelon914 Gandalf
parent ed457e5eec
commit c33061765b
145 changed files with 17246 additions and 4143 deletions
@@ -0,0 +1,189 @@
/// The Starfury map template itself.
/datum/map_template/battlecruiser_starfury
name = "SBC Starfury"
mappath = "_maps/templates/battlecruiser_starfury.dmm"
// Stationary docking ports for the Starfury's strike shuttles.
/obj/docking_port/stationary/starfury_corvette
name = "SBC Starfury Corvette Bay"
id = "SBC_corvette_bay"
roundstart_template = /datum/map_template/shuttle/starfury/corvette
hidden = TRUE
width = 14
height = 7
dwidth = 7
dir = NORTH
/obj/docking_port/stationary/starfury_fighter
name = "SBC Starfury Fighter Bay"
id = "SBC_fighter_bay"
hidden = TRUE
width = 5
height = 7
dwidth = 2
dir = NORTH
/obj/docking_port/stationary/starfury_fighter/fighter_one
name = "SBC Starfury Port Fighter Bay"
id = "SBC_fighter1_bay"
roundstart_template = /datum/map_template/shuttle/starfury/fighter_one
/obj/docking_port/stationary/starfury_fighter/fighter_two
name = "SBC Starfury Center Fighter Bay"
id = "SBC_fighter2_bay"
roundstart_template = /datum/map_template/shuttle/starfury/fighter_two
/obj/docking_port/stationary/starfury_fighter/fighter_three
name = "SBC Starfury Starboard Fighter Bay"
id = "SBC_fighter3_bay"
roundstart_template = /datum/map_template/shuttle/starfury/fighter_three
// Mobile docking ports for the Starfury's strike shuttles.
/obj/docking_port/mobile/syndicate_fighter
name = "syndicate fighter"
id = "syndicate_fighter"
movement_force = list("KNOCKDOWN" = 0, "THROW" = 0)
hidden = TRUE
dir = NORTH
port_direction = SOUTH
width = 5
height = 7
dwidth = 2
/obj/docking_port/mobile/syndicate_fighter/fighter_one
name = "syndicate fighter one"
id = "SBC_fighter1"
/obj/docking_port/mobile/syndicate_fighter/fighter_two
name = "syndicate fighter two"
id = "SBC_fighter2"
/obj/docking_port/mobile/syndicate_fighter/fighter_three
name = "syndicate fighter three"
id = "SBC_fighter3"
/obj/docking_port/mobile/syndicate_corvette
name = "syndicate corvette"
id = "SBC_corvette"
movement_force = list("KNOCKDOWN" = 0, "THROW" = 0)
hidden = TRUE
dir = NORTH
port_direction = SOUTH
preferred_direction = WEST
width = 14
dwidth = 6
height = 7
/obj/machinery/computer/camera_advanced/shuttle_docker/syndicate/fighter
name = "syndicate fighter navigation computer"
desc = "Used to pilot syndicate fighters to commence precision strikes."
x_offset = 0
y_offset = 3
/obj/machinery/computer/camera_advanced/shuttle_docker/syndicate/fighter/fighter_one
shuttleId = "SBC_fighter1"
shuttlePortId = "SBC_fighter1_custom"
jumpto_ports = list("syndicate_ne" = 1, "syndicate_nw" = 1, "syndicate_n" = 1, "syndicate_se" = 1, "syndicate_sw" = 1, "syndicate_s" = 1, "SBC_fighter1_bay" = 1)
req_access = list(ACCESS_SYNDICATE)
/obj/machinery/computer/camera_advanced/shuttle_docker/syndicate/fighter/fighter_two
shuttleId = "SBC_fighter2"
shuttlePortId = "SBC_fighter2_custom"
jumpto_ports = list("syndicate_ne" = 1, "syndicate_nw" = 1, "syndicate_n" = 1, "syndicate_se" = 1, "syndicate_sw" = 1, "syndicate_s" = 1, "SBC_fighter2_bay" = 1)
req_access = list(ACCESS_SYNDICATE)
/obj/machinery/computer/camera_advanced/shuttle_docker/syndicate/fighter/fighter_three
shuttleId = "SBC_fighter3"
shuttlePortId = "SBC_fighter3_custom"
jumpto_ports = list("syndicate_ne" = 1, "syndicate_nw" = 1, "syndicate_n" = 1, "syndicate_se" = 1, "syndicate_sw" = 1, "syndicate_s" = 1, "SBC_fighter3_bay" = 1)
req_access = list(ACCESS_SYNDICATE)
/obj/machinery/computer/camera_advanced/shuttle_docker/syndicate/corvette
name = "syndicate corvette navigation computer"
desc = "Used to pilot the syndicate corvette to board enemy stations and ships."
shuttleId = "SBC_corvette"
shuttlePortId = "SBC_corvette_custom"
jumpto_ports = list("syndicate_ne" = 1, "syndicate_nw" = 1, "syndicate_n" = 1, "syndicate_se" = 1, "syndicate_sw" = 1, "syndicate_s" = 1, "SBC_corvette_bay" = 1)
y_offset = 3
x_offset = 0
/obj/machinery/computer/shuttle/starfury/fighter
name = "syndicate fighter control console"
desc = "A control computer which controls a shuttle which operates from the SBC Starfury.."
req_access = list(ACCESS_SYNDICATE)
/obj/machinery/computer/shuttle/starfury/fighter/fighter_one
shuttleId = "SBC_fighter1"
possible_destinations = "SBC_fighter1_custom;SBC_fighter1_bay;SBC_fighter2_bay;SBC_fighter3_bay;syndicate_ne;syndicate_nw;syndicate_n;syndicate_se;syndicate_sw;syndicate_s"
req_access = list(ACCESS_SYNDICATE)
/obj/machinery/computer/shuttle/starfury/fighter/fighter_two
shuttleId = "SBC_fighter2"
possible_destinations = "SBC_fighter2_custom;SBC_fighter1_bay;SBC_fighter2_bay;SBC_fighter3_bay;syndicate_ne;syndicate_nw;syndicate_n;syndicate_se;syndicate_sw;syndicate_s"
req_access = list(ACCESS_SYNDICATE)
/obj/machinery/computer/shuttle/starfury/fighter/fighter_three
shuttleId = "SBC_fighter3"
possible_destinations = "SBC_fighter3_custom;SBC_fighter1_bay;SBC_fighter2_bay;SBC_fighter3_bay;syndicate_ne;syndicate_nw;syndicate_n;syndicate_se;syndicate_sw;syndicate_s"
req_access = list(ACCESS_SYNDICATE)
/obj/machinery/computer/shuttle/starfury/corvette
name = "syndicate corvette control console"
desc = "A control computer which controls a shuttle which operates from the SBC Starfury.."
shuttleId = "SBC_corvette"
possible_destinations = "SBC_corvette_custom;SBC_corvette_bay;syndicate_ne;syndicate_nw;syndicate_n;syndicate_se;syndicate_sw;syndicate_s"
req_access = list(ACCESS_SYNDICATE)
/*
* Summons the SBC Starfury, a large syndicate battlecruiser, in Deep Space.
* It can be piloted into the station's area.
*/
/proc/summon_battlecruiser()
var/list/candidates = poll_ghost_candidates("Do you wish to be considered for battlecruiser crew?", ROLE_TRAITOR)
shuffle_inplace(candidates)
var/datum/map_template/ship = SSmapping.map_templates["battlecruiser_starfury.dmm"]
var/x = rand(TRANSITIONEDGE, world.maxx - TRANSITIONEDGE - ship.width)
var/y = rand(TRANSITIONEDGE, world.maxy - TRANSITIONEDGE - ship.height)
var/z = SSmapping.empty_space?.z_value
if(isnull(z))
CRASH("Battlecruiser found no empty space level to load in!")
var/turf/battlecruiser_loading_turf = locate(x, y, z)
if(!battlecruiser_loading_turf)
CRASH("Battlecruiser found no turf to load in!")
if(!ship.load(battlecruiser_loading_turf))
CRASH("Loading battlecruiser ship failed!")
var/datum/team/battlecruiser/team = new()
var/obj/machinery/nuclearbomb/selfdestruct/nuke = locate() in GLOB.nuke_list
if(nuke.r_code == "ADMIN")
nuke.r_code = random_nukecode()
team.nuke = nuke
team.update_objectives()
for(var/turf/open/spawned_turf as anything in ship.get_affected_turfs(battlecruiser_loading_turf)) //not as anything to filter out closed turfs
for(var/obj/effect/mob_spawn/ghost_role/human/syndicate/battlecruiser/spawner in spawned_turf)
spawner.antag_team = team
if(candidates.len > 0)
var/mob/our_candidate = candidates[1]
spawner.create(our_candidate)
candidates.Splice(1, 2)
notify_ghosts(
"The battlecruiser has an object of interest: [our_candidate]!",
source = our_candidate,
action = NOTIFY_ORBIT,
header = "Something's Interesting!"
)
else
notify_ghosts(
"The battlecruiser has an object of interest: [spawner]!",
source = spawner,
action = NOTIFY_ORBIT,
header="Something's Interesting!"
)
priority_announce("Unidentified armed ship detected near the station.")
-1
View File
@@ -209,4 +209,3 @@
continue
var/turf/oldT = moved_atoms[moved_object]
moved_object.lateShuttleMove(oldT, movement_force, movement_direction)
+2 -4
View File
@@ -101,7 +101,7 @@
var/y_off = T.y - origin.y
I.loc = locate(origin.x + x_off, origin.y + y_off, origin.z) //we have to set this after creating the image because it might be null, and images created in nullspace are immutable.
I.layer = ABOVE_NORMAL_TURF_LAYER
I.plane = 0
I.plane = ABOVE_GAME_PLANE
I.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
the_eye.placement_images[I] = list(x_off, y_off)
@@ -189,7 +189,7 @@
var/image/newI = image('icons/effects/alphacolors.dmi', the_eye.loc, "blue")
newI.loc = I.loc //It is highly unlikely that any landing spot including a null tile will get this far, but better safe than sorry.
newI.layer = ABOVE_OPEN_TURF_LAYER
newI.plane = 0
newI.plane = ABOVE_GAME_PLANE
newI.mouse_opacity = 0
the_eye.placed_images += newI
@@ -393,5 +393,3 @@
to_chat(target, span_notice("Jumped to [selected]."))
C.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/flash/static)
C.clear_fullscreen("flash", 3)
+4 -2
View File
@@ -49,9 +49,10 @@ All ShuttleMove procs go here
/turf/proc/onShuttleMove(turf/newT, list/movement_force, move_dir)
if(newT == src) // In case of in place shuttle rotation shenanigans.
return
//Destination turf changes
//Baseturfs is definitely a list or this proc wouldnt be called
// Destination turf changes.
// Baseturfs is definitely a list or this proc wouldnt be called.
var/shuttle_boundary = baseturfs.Find(/turf/baseturf_skipover/shuttle)
if(!shuttle_boundary)
CRASH("A turf queued to move via shuttle somehow had no skipover in baseturfs. [src]([type]):[loc]")
var/depth = baseturfs.len - shuttle_boundary + 1
@@ -90,6 +91,7 @@ All ShuttleMove procs go here
SSexplosions.wipe_turf(src)
var/shuttle_boundary = baseturfs.Find(/turf/baseturf_skipover/shuttle)
if(shuttle_boundary)
oldT.ScrapeAway(baseturfs.len - shuttle_boundary + 1)