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