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## About The Pull Request - "Long shift" can now be earned from sub 10 minute rounds rather than sub 5 minute rounds - Admin restarts no longer give out "Long shift" ## Why It's Good For The Game I do not think this achievement can *possibly* be earned right now. Like at all. Nuke Ops and cult are the only antags that can possibly do it and it's incredibly infeasible (requiring that they nuke the station or summon Nar'sie in just 3 minutes!) So I bumped up the timer to 10 minutes. This means that ops can get it if they nuke the station in 8 minutes, cult can get it if they REALLY speedrun, and revs can get it if they beeline the heads. I checked the DB for stats on this achievement and it's only been earned in 3 rounds across the last year - `208780` (admin restart due to a bug) `192892` (admin restart due to a bug?) `186192` (admin restart). So I also prevented admin forcing the round to end. (I don't know if it catches admin reboots directly I'll have to check that.) ## Changelog 🆑 Melbert balance: The "Long Shift" achievement is now feasibly obtainable, and admins can no longer trigger it unknowingly /🆑
292 lines
11 KiB
Plaintext
292 lines
11 KiB
Plaintext
#define NARSIE_CHANCE_TO_PICK_NEW_TARGET 5
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#define NARSIE_CONSUME_RANGE 12
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#define NARSIE_GRAV_PULL 10
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#define NARSIE_MESMERIZE_CHANCE 25
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#define NARSIE_MESMERIZE_EFFECT 60
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#define NARSIE_SINGULARITY_SIZE 12
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/// Nar'Sie, the God of the blood cultists
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/obj/narsie
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name = "Nar'Sie"
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desc = "Your mind begins to bubble and ooze as it tries to comprehend what it sees."
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icon = 'icons/obj/antags/cult/narsie.dmi'
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icon_state = "narsie"
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anchored = TRUE
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appearance_flags = LONG_GLIDE
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density = FALSE
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gender = FEMALE
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plane = MASSIVE_OBJ_PLANE
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light_color = COLOR_RED
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light_power = 0.7
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light_range = 15
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light_range = 6
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move_resist = INFINITY
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obj_flags = CAN_BE_HIT | DANGEROUS_POSSESSION
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pixel_x = -236
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pixel_y = -256
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
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flags_1 = SUPERMATTER_IGNORES_1
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/// The singularity component to move around Nar'Sie.
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/// A weak ref in case an admin removes the component to preserve the functionality.
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var/datum/weakref/singularity
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var/list/souls_needed = list()
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var/soul_goal = 0
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var/souls = 0
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var/resolved = FALSE
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/obj/narsie/Initialize(mapload)
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. = ..()
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SSpoints_of_interest.make_point_of_interest(src)
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singularity = WEAKREF(AddComponent(
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/datum/component/singularity, \
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bsa_targetable = FALSE, \
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consume_callback = CALLBACK(src, PROC_REF(consume)), \
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consume_range = NARSIE_CONSUME_RANGE, \
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disregard_failed_movements = TRUE, \
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grav_pull = NARSIE_GRAV_PULL, \
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roaming = FALSE, /* This is set once the animation finishes */ \
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singularity_size = NARSIE_SINGULARITY_SIZE, \
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))
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send_to_playing_players(span_narsie("NAR'SIE HAS RISEN"))
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sound_to_playing_players('sound/creatures/narsie_rises.ogg')
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var/area/area = get_area(src)
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if(area)
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var/mutable_appearance/alert_overlay = mutable_appearance('icons/effects/cult/effects.dmi', "ghostalertsie")
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notify_ghosts("Nar'Sie has risen in [area]. Reach out to the Geometer to be given a new shell for your soul.", source = src, alert_overlay = alert_overlay, action = NOTIFY_ATTACK)
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narsie_spawn_animation()
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GLOB.cult_narsie = src
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var/list/all_cults = list()
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for (var/datum/antagonist/cult/cultist in GLOB.antagonists)
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if (!cultist.owner)
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continue
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all_cults |= cultist.cult_team
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for (var/_cult_team in all_cults)
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var/datum/team/cult/cult_team = _cult_team
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cult_team.set_blood_target(src, duration = INFINITY)
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var/datum/objective/eldergod/summon_objective = locate() in cult_team.objectives
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if(summon_objective)
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summon_objective.summoned = TRUE
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for (var/datum/mind/cult_mind as anything in get_antag_minds(/datum/antagonist/cult))
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if (isliving(cult_mind.current))
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var/mob/living/L = cult_mind.current
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L.narsie_act()
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for (var/mob/living/carbon/player in GLOB.player_list)
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if (player.stat != DEAD && is_station_level(player.loc?.z) && !IS_CULTIST(player))
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souls_needed[player] = TRUE
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soul_goal = round(1 + LAZYLEN(souls_needed) * 0.75)
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INVOKE_ASYNC(GLOBAL_PROC, GLOBAL_PROC_REF(begin_the_end))
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/obj/narsie/Destroy()
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send_to_playing_players(span_narsie("\"<b>[pick("Nooooo...", "Not die. How-", "Die. Mort-", "Sas tyen re-")]\"</b>"))
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sound_to_playing_players('sound/magic/demon_dies.ogg', 50)
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var/list/all_cults = list()
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for (var/datum/antagonist/cult/cultist in GLOB.antagonists)
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if (!cultist.owner)
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continue
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all_cults |= cultist.cult_team
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for(var/_cult_team in all_cults)
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var/datum/team/cult/cult_team = _cult_team
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var/datum/objective/eldergod/summon_objective = locate() in cult_team.objectives
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if (summon_objective)
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summon_objective.summoned = FALSE
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summon_objective.killed = TRUE
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if (GLOB.cult_narsie == src)
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GLOB.cult_narsie = null
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return ..()
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/obj/narsie/attack_ghost(mob/user)
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makeNewConstruct(/mob/living/simple_animal/hostile/construct/harvester, user, cultoverride = TRUE, loc_override = loc)
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/obj/narsie/process()
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var/datum/component/singularity/singularity_component = singularity.resolve()
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if (!isnull(singularity_component) && (!singularity_component?.target || prob(NARSIE_CHANCE_TO_PICK_NEW_TARGET)))
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pickcultist()
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if (prob(NARSIE_MESMERIZE_CHANCE))
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mesmerize()
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/obj/narsie/Bump(atom/target)
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var/turf/target_turf = get_turf(target)
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if (target_turf == loc)
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target_turf = get_step(target, target.dir) //please don't slam into a window like a bird, Nar'Sie
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forceMove(target_turf)
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/// Stun people around Nar'Sie that aren't cultists
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/obj/narsie/proc/mesmerize()
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for (var/mob/living/carbon/victim in viewers(NARSIE_CONSUME_RANGE, src))
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if (victim.stat == CONSCIOUS)
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if (!IS_CULTIST(victim))
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to_chat(victim, span_cult("You feel conscious thought crumble away in an instant as you gaze upon [src]..."))
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victim.apply_effect(NARSIE_MESMERIZE_EFFECT, EFFECT_STUN)
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/// Narsie rewards her cultists with being devoured first, then picks a ghost to follow.
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/obj/narsie/proc/pickcultist()
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var/list/cultists = list()
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var/list/noncultists = list()
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for (var/mob/living/carbon/food in GLOB.alive_mob_list) //we don't care about constructs or cult-Ians or whatever. cult-monkeys are fair game i guess
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var/turf/pos = get_turf(food)
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if (!pos || (pos.z != z))
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continue
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if (IS_CULTIST(food))
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cultists += food
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else
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noncultists += food
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if (cultists.len) //cultists get higher priority
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acquire(pick(cultists))
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return
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if (noncultists.len)
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acquire(pick(noncultists))
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return
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//no living humans, follow a ghost instead.
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for (var/mob/dead/observer/ghost in GLOB.player_list)
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var/turf/pos = get_turf(ghost)
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if (!pos || (pos.z != z))
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continue
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cultists += ghost
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if (cultists.len)
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acquire(pick(cultists))
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return
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/// Nar'Sie gets a taste of something, and will start to gravitate towards it
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/obj/narsie/proc/acquire(atom/food)
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var/datum/component/singularity/singularity_component = singularity.resolve()
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if (isnull(singularity_component))
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return
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var/old_target = singularity_component.target
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if (food == old_target)
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return
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to_chat(old_target, span_cult("NAR'SIE HAS LOST INTEREST IN YOU."))
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singularity_component.target = food
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if(ishuman(food))
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to_chat(food, span_cult("NAR'SIE HUNGERS FOR YOUR SOUL."))
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else
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to_chat(food, span_cult("NAR'SIE HAS CHOSEN YOU TO LEAD HER TO HER NEXT MEAL."))
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/// Called to make Nar'Sie convert objects to cult stuff, or to eat
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/obj/narsie/proc/consume(atom/target)
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if (isturf(target))
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target.narsie_act()
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/obj/narsie/proc/narsie_spawn_animation()
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setDir(SOUTH)
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flick("narsie_spawn_anim", src)
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addtimer(CALLBACK(src, PROC_REF(narsie_spawn_animation_end)), 3.5 SECONDS)
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/obj/narsie/proc/narsie_spawn_animation_end()
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var/datum/component/singularity/singularity_component = singularity.resolve()
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singularity_component?.roaming = TRUE
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/**
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* Begins the process of ending the round via cult narsie win
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* Consists of later called procs (in order of called):
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* * [/proc/narsie_end_begin_check()]
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* * [/proc/narsie_end_second_check()]
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* * [/proc/narsie_start_destroy_station()]
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* * [/proc/narsie_apocalypse()]
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* * [/proc/narsie_last_second_win()]
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* * [/proc/cult_ending_helper()]
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*/
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/proc/begin_the_end()
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(narsie_end_begin_check)), 5 SECONDS)
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///First crew last second win check and flufftext for [/proc/begin_the_end()]
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/proc/narsie_end_begin_check()
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if(QDELETED(GLOB.cult_narsie)) // uno
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priority_announce("Status report? We detected an anomaly, but it disappeared almost immediately.","Central Command Higher Dimensional Affairs", 'sound/misc/notice1.ogg')
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GLOB.cult_narsie = null
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cult_ending_helper), CULT_FAILURE_NARSIE_KILLED), 2 SECONDS)
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return
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priority_announce("An acausal dimensional event has been detected in your sector. Event has been flagged EXTINCTION-CLASS. Directing all available assets toward simulating solutions. SOLUTION ETA: 60 SECONDS.","Central Command Higher Dimensional Affairs", 'sound/misc/airraid.ogg')
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(narsie_end_second_check)), 50 SECONDS)
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///Second crew last second win check and flufftext for [/proc/begin_the_end()]
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/proc/narsie_end_second_check()
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if(QDELETED(GLOB.cult_narsie)) // dos
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priority_announce("Simulations aborted, sensors report that the acasual event is normalizing. Good work, crew.","Central Command Higher Dimensional Affairs", 'sound/misc/notice1.ogg')
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GLOB.cult_narsie = null
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cult_ending_helper), CULT_FAILURE_NARSIE_KILLED), 2 SECONDS)
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return
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priority_announce("Simulations on acausal dimensional event complete. Deploying solution package now. Deployment ETA: ONE MINUTE. ","Central Command Higher Dimensional Affairs")
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(narsie_start_destroy_station)), 5 SECONDS)
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///security level and shuttle lockdowns for [/proc/begin_the_end()]
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/proc/narsie_start_destroy_station()
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SSsecurity_level.set_level(SEC_LEVEL_DELTA)
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SSshuttle.registerHostileEnvironment(GLOB.cult_narsie)
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SSshuttle.lockdown = TRUE
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(narsie_apocalypse)), 1 MINUTES)
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///Third crew last second win check and flufftext for [/proc/begin_the_end()]
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/proc/narsie_apocalypse()
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if(QDELETED(GLOB.cult_narsie)) // tres
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priority_announce("Normalization detected! Abort the solution package!","Central Command Higher Dimensional Affairs", 'sound/misc/notice1.ogg')
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SSshuttle.clearHostileEnvironment(GLOB.cult_narsie)
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GLOB.cult_narsie = null
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(narsie_last_second_win)), 2 SECONDS)
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return
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if(GLOB.cult_narsie.resolved == FALSE)
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GLOB.cult_narsie.resolved = TRUE
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sound_to_playing_players('sound/machines/alarm.ogg')
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cult_ending_helper)), 12 SECONDS)
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///Called only if the crew managed to destroy narsie at the very last second for [/proc/begin_the_end()]
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/proc/narsie_last_second_win()
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SSsecurity_level.set_level(SEC_LEVEL_RED)
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SSshuttle.lockdown = FALSE
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INVOKE_ASYNC(GLOBAL_PROC, GLOBAL_PROC_REF(cult_ending_helper), CULT_FAILURE_NARSIE_KILLED)
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///Helper to set the round to end asap. Current usage Cult round end code
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/proc/ending_helper()
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SSticker.force_ending = FORCE_END_ROUND
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/**
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* Selects cinematic to play as part of the cult end depending on the outcome then ends the round afterward
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* called either when narsie eats everyone, or when [/proc/begin_the_end()] reaches it's conclusion
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*/
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/proc/cult_ending_helper(ending_type = CULT_VICTORY_NUKE)
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switch(ending_type)
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// Narsie was killed
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if(CULT_FAILURE_NARSIE_KILLED)
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play_cinematic(/datum/cinematic/cult_fail, world, CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(ending_helper)))
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// The cult "converted" (harvested) most of the station
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if(CULT_VICTORY_MASS_CONVERSION)
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play_cinematic(/datum/cinematic/cult_arm, world, CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(ending_helper)))
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// The cult won, but centcom deployed a nuke. Default
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if(CULT_VICTORY_NUKE)
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play_cinematic(/datum/cinematic/nuke/cult, world, CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(ending_helper)))
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#undef NARSIE_CHANCE_TO_PICK_NEW_TARGET
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#undef NARSIE_CONSUME_RANGE
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#undef NARSIE_GRAV_PULL
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#undef NARSIE_MESMERIZE_CHANCE
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#undef NARSIE_MESMERIZE_EFFECT
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#undef NARSIE_SINGULARITY_SIZE
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