Files
Bubberstation/code/modules/cargo/bounty.dm
SkyratBot 1536a524d4 [MIRROR] Arconomy: Civilian Bounty Redux and full replacement of cargo bounties. (#1429)
* Arconomy: Civilian Bounty Redux and full replacement of cargo bounties.

* a

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-23 12:49:18 +02:00

195 lines
6.1 KiB
Plaintext

GLOBAL_LIST_EMPTY(bounties_list)
/datum/bounty
var/name
var/description
var/reward = 1000 // In credits.
var/claimed = FALSE
var/high_priority = FALSE
/// Displayed on bounty UI screen.
/datum/bounty/proc/completion_string()
return ""
/// Displayed on bounty UI screen.
/datum/bounty/proc/reward_string()
return "[reward] Credits"
/datum/bounty/proc/can_claim()
return !claimed
/// Called when the claim button is clicked. Override to provide fancy rewards.
/datum/bounty/proc/claim()
if(can_claim())
var/datum/bank_account/D = SSeconomy.get_dep_account(ACCOUNT_CAR)
if(D)
D.adjust_money(reward)
claimed = TRUE
/// If an item sent in the cargo shuttle can satisfy the bounty.
/datum/bounty/proc/applies_to(obj/O)
return FALSE
/// Called when an object is shipped on the cargo shuttle.
/datum/bounty/proc/ship(obj/O)
return
/** When randomly generating the bounty list, duplicate bounties must be avoided.
* This proc is used to determine if two bounties are duplicates, or incompatible in general.
*/
/datum/bounty/proc/compatible_with(other_bounty)
return TRUE
/datum/bounty/proc/mark_high_priority(scale_reward = 2)
if(high_priority)
return
high_priority = TRUE
reward = round(reward * scale_reward)
/** This proc is called when the shuttle docks at CentCom.
* It handles items shipped for bounties.
*/
/proc/bounty_ship_item_and_contents(atom/movable/AM, dry_run=FALSE)
if(!GLOB.bounties_list.len)
setup_bounties()
var/list/matched_one = FALSE
for(var/thing in reverseRange(AM.GetAllContents()))
var/matched_this = FALSE
for(var/datum/bounty/B in GLOB.bounties_list)
if(B.applies_to(thing))
matched_one = TRUE
matched_this = TRUE
if(!dry_run)
B.ship(thing)
if(!dry_run && matched_this)
qdel(thing)
return matched_one
/// Returns FALSE if the bounty is incompatible with the current bounties.
/proc/try_add_bounty(datum/bounty/new_bounty)
if(!new_bounty || !new_bounty.name || !new_bounty.description)
return FALSE
for(var/i in GLOB.bounties_list)
var/datum/bounty/B = i
if(!B.compatible_with(new_bounty) || !new_bounty.compatible_with(B))
return FALSE
GLOB.bounties_list += new_bounty
return TRUE
/** Returns a new bounty of random type, but does not add it to GLOB.bounties_list.
*
* *Guided determines what specific catagory of bounty should be chosen.
*/
/proc/random_bounty(guided = 0)
var/bounty_num
if(guided && (guided != CIV_JOB_RANDOM))
bounty_num = guided
else
bounty_num = rand(1,12)
switch(bounty_num)
if(1)
var/subtype = pick(subtypesof(/datum/bounty/item/assistant))
return new subtype
if(2)
var/subtype = pick(subtypesof(/datum/bounty/item/mech))
return new subtype
if(3)
var/subtype = pick(subtypesof(/datum/bounty/item/chef))
return new subtype
if(4)
var/subtype = pick(subtypesof(/datum/bounty/item/security))
return new subtype
if(5)
if(rand(2) == 1)
return new /datum/bounty/reagent/simple_drink
return new /datum/bounty/reagent/complex_drink
if(6)
if(rand(2) == 1)
return new /datum/bounty/reagent/chemical_simple
return new /datum/bounty/reagent/chemical_complex
if(7)
var/subtype = pick(subtypesof(/datum/bounty/virus))
return new subtype
if(8)
if(rand(2) == 1)
var/subtype = pick(subtypesof(/datum/bounty/item/science))
return new subtype
var/subtype = pick(subtypesof(/datum/bounty/item/slime))
return new subtype
if(9)
var/subtype = pick(subtypesof(/datum/bounty/item/engineering))
return new subtype
if(10)
var/subtype = pick(subtypesof(/datum/bounty/item/mining))
return new subtype
if(11)
var/subtype = pick(subtypesof(/datum/bounty/item/medical))
return new subtype
if(12)
var/subtype = pick(subtypesof(/datum/bounty/item/botany))
return new subtype
// Called lazily at startup to populate GLOB.bounties_list with random bounties.
/proc/setup_bounties()
var/pick // instead of creating it a bunch let's go ahead and toss it here, we know we're going to use it for dynamics and subtypes!
/********************************Subtype Gens********************************/
var/list/easy_add_list_subtypes = list(/datum/bounty/item/assistant = 2,
/datum/bounty/item/mech = 1,
/datum/bounty/item/chef = 2,
/datum/bounty/item/security = 1,
/datum/bounty/virus = 1,
/datum/bounty/item/engineering = 1,
/datum/bounty/item/mining = 2,
/datum/bounty/item/medical = 2,
/datum/bounty/item/botany = 2)
for(var/the_type in easy_add_list_subtypes)
for(var/i in 1 to easy_add_list_subtypes[the_type])
pick = pick(subtypesof(the_type))
try_add_bounty(new pick)
/********************************Strict Type Gens********************************/
var/list/easy_add_list_strict_types = list(/datum/bounty/reagent/simple_drink = 1,
/datum/bounty/reagent/complex_drink = 1,
/datum/bounty/reagent/chemical_simple = 1,
/datum/bounty/reagent/chemical_complex = 1,
/datum/bounty/pill/simple_pill = 1)
for(var/the_strict_type in easy_add_list_strict_types)
for(var/i in 1 to easy_add_list_strict_types[the_strict_type])
try_add_bounty(new the_strict_type)
/********************************Dynamic Gens********************************/
for(var/i in 0 to 1)
if(prob(50))
pick = pick(subtypesof(/datum/bounty/item/slime))
else
pick = pick(subtypesof(/datum/bounty/item/science))
try_add_bounty(new pick)
/********************************Cutoff for Non-Low Priority Bounties********************************/
var/datum/bounty/B = pick(GLOB.bounties_list)
B.mark_high_priority()
/********************************Low Priority Gens********************************/
var/list/low_priority_strict_type_list = list( /datum/bounty/item/alien_organs,
/datum/bounty/item/syndicate_documents,
/datum/bounty/item/adamantine,
/datum/bounty/item/trash,
/datum/bounty/more_bounties)
for(var/low_priority_bounty in low_priority_strict_type_list)
try_add_bounty(new low_priority_bounty)
/proc/completed_bounty_count()
var/count = 0
for(var/i in GLOB.bounties_list)
var/datum/bounty/B = i
if(B.claimed)
++count
return count