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Bubberstation/code/game/gamemodes/objective.dm
Cheridan 67fcf7730a Makes code compile
goddamnit travis thanks a lot
2015-06-05 21:20:02 -05:00

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/datum/objective
var/datum/mind/owner = null //Who owns the objective.
var/explanation_text = "Nothing" //What that person is supposed to do.
var/datum/mind/target = null //If they are focused on a particular person.
var/target_amount = 0 //If they are focused on a particular number. Steal objectives have their own counter.
var/completed = 0 //currently only used for custom objectives.
var/dangerrating = 0 //How hard the objective is, essentially. Used for dishing out objectives and checking overall victory.
var/martyr_compatible = 0 //If the objective is compatible with martyr objective, i.e. if you can still do it while dead.
/datum/objective/New(var/text)
if(text)
explanation_text = text
/datum/objective/proc/check_completion()
return completed
/datum/objective/proc/is_unique_objective(possible_target)
for(var/datum/objective/O in owner.objectives)
if(istype(O, type) && O.get_target() == possible_target)
return 0
return 1
/datum/objective/proc/get_target()
return target
/datum/objective/proc/find_target()
var/list/possible_targets = list()
for(var/datum/mind/possible_target in ticker.minds)
if(possible_target != owner && ishuman(possible_target.current) && (possible_target.current.stat != 2) && is_unique_objective(possible_target))
possible_targets += possible_target
if(possible_targets.len > 0)
target = pick(possible_targets)
update_explanation_text()
return target
/datum/objective/proc/find_target_by_role(role, role_type=0)//Option sets either to check assigned role or special role. Default to assigned.
for(var/datum/mind/possible_target in ticker.minds)
if((possible_target != owner) && ishuman(possible_target.current) && ((role_type ? possible_target.special_role : possible_target.assigned_role) == role) )
target = possible_target
break
update_explanation_text()
/datum/objective/proc/update_explanation_text()
//Default does nothing, override where needed
/datum/objective/assassinate
var/target_role_type=0
dangerrating = 10
martyr_compatible = 1
/datum/objective/assassinate/find_target_by_role(role, role_type=0)
target_role_type = role_type
..(role, role_type)
return target
/datum/objective/assassinate/check_completion()
if(target && target.current)
if(target.current.stat == DEAD || issilicon(target.current) || isbrain(target.current) || target.current.z > 6 || !target.current.ckey) //Borgs/brains/AIs count as dead for traitor objectives. --NeoFite
return 1
return 0
return 1
/datum/objective/assassinate/update_explanation_text()
..()
if(target && target.current)
explanation_text = "Assassinate [target.name], the [!target_role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
/datum/objective/mutiny
var/target_role_type=0
martyr_compatible = 1
/datum/objective/mutiny/find_target_by_role(role, role_type=0)
target_role_type = role_type
..(role, role_type)
return target
/datum/objective/mutiny/check_completion()
if(target && target.current)
if(target.current.stat == DEAD || !ishuman(target.current) || !target.current.ckey || !target.current.client)
return 1
var/turf/T = get_turf(target.current)
if(T && (T.z > ZLEVEL_STATION) || target.current.client.is_afk()) //If they leave the station or go afk they count as dead for this
return 2
return 0
return 1
/datum/objective/mutiny/update_explanation_text()
..()
if(target && target.current)
explanation_text = "Assassinate or exile [target.name], the [!target_role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
/datum/objective/maroon
var/target_role_type=0
dangerrating = 5
martyr_compatible = 1
/datum/objective/maroon/find_target_by_role(role, role_type=0)
target_role_type = role_type
..(role, role_type)
return target
/datum/objective/maroon/check_completion()
if(target && target.current)
if(target.current.stat == DEAD || issilicon(target.current) || isbrain(target.current) || target.current.z > 6 || !target.current.ckey) //Borgs/brains/AIs count as dead for traitor objectives. --NeoFite
return 1
if(target.current.onCentcom() || target.current.onSyndieBase())
return 0
return 1
/datum/objective/maroon/update_explanation_text()
if(target && target.current)
explanation_text = "Prevent [target.name], the [!target_role_type ? target.assigned_role : target.special_role], from escaping alive."
else
explanation_text = "Free Objective"
/datum/objective/debrain//I want braaaainssss
var/target_role_type=0
dangerrating = 20
/datum/objective/debrain/find_target_by_role(role, role_type=0)
target_role_type = role_type
..(role, role_type)
return target
/datum/objective/debrain/check_completion()
if(!target)//If it's a free objective.
return 1
if( !owner.current || owner.current.stat==DEAD )//If you're otherwise dead.
return 0
if( !target.current || !isbrain(target.current) )
return 0
var/atom/A = target.current
while(A.loc) //check to see if the brainmob is on our person
A = A.loc
if(A == owner.current)
return 1
return 0
/datum/objective/debrain/update_explanation_text()
..()
if(target && target.current)
explanation_text = "Steal the brain of [target.name], the [!target_role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
/datum/objective/protect//The opposite of killing a dude.
var/target_role_type=0
dangerrating = 10
martyr_compatible = 1
/datum/objective/protect/find_target_by_role(role, role_type=0)
target_role_type = role_type
..(role, role_type)
return target
/datum/objective/protect/check_completion()
if(!target) //If it's a free objective.
return 1
if(target.current)
if(target.current.stat == DEAD || issilicon(target.current) || isbrain(target.current))
return 0
return 1
return 0
/datum/objective/protect/update_explanation_text()
..()
if(target && target.current)
explanation_text = "Protect [target.name], the [!target_role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
/datum/objective/hijack
explanation_text = "Hijack the emergency shuttle by escaping alone."
dangerrating = 25
martyr_compatible = 0 //Technically you won't get both anyway.
/datum/objective/hijack/check_completion()
if(!owner.current || owner.current.stat)
return 0
if(SSshuttle.emergency.mode < SHUTTLE_ENDGAME)
return 0
if(issilicon(owner.current))
return 0
var/area/A = get_area(owner.current)
if(SSshuttle.emergency.areaInstance != A)
return 0
for(var/mob/living/player in player_list)
if(player.mind && player.mind != owner)
if(player.stat != DEAD)
switch(player.type)
if(/mob/living/silicon/ai, /mob/living/silicon/pai)
continue
if(get_area(player) == A)
if(!player.mind.special_role && !istype(get_turf(player.mind.current), /turf/simulated/floor/plasteel/shuttle/red))
return 0
return 1
/datum/objective/block
explanation_text = "Do not allow any organic lifeforms to escape on the shuttle alive."
dangerrating = 25
martyr_compatible = 1
/datum/objective/block/check_completion()
if(!istype(owner.current, /mob/living/silicon))
return 0
if(SSshuttle.emergency.mode < SHUTTLE_ENDGAME)
return 1
var/area/A = SSshuttle.emergency.areaInstance
for(var/mob/living/player in player_list)
if(istype(player, /mob/living/silicon))
continue
if(player.mind)
if(player.stat != DEAD)
if(get_area(player) == A)
return 0
return 1
/datum/objective/escape
explanation_text = "Escape on the shuttle or an escape pod alive and without being in custody."
dangerrating = 5
/datum/objective/escape/check_completion()
if(issilicon(owner.current))
return 0
if(isbrain(owner.current))
return 0
if(SSshuttle.emergency.mode < SHUTTLE_ENDGAME)
return 0
if(!owner.current || owner.current.stat == DEAD)
return 0
var/turf/location = get_turf(owner.current)
if(!location)
return 0
if(istype(location, /turf/simulated/floor/plasteel/shuttle/red)) // Fails traitors if they are in the shuttle brig -- Polymorph
return 0
if(location.onCentcom() || location.onSyndieBase())
return 1
return 0
/datum/objective/escape/escape_with_identity
dangerrating = 10
var/target_real_name // Has to be stored because the target's real_name can change over the course of the round
var/target_missing_id
/datum/objective/escape/escape_with_identity/find_target()
target = ..()
update_explanation_text()
/datum/objective/escape/escape_with_identity/update_explanation_text()
if(target && target.current)
target_real_name = target.current.real_name
explanation_text = "Escape on the shuttle or an escape pod with the identity of [target_real_name], the [target.assigned_role]"
var/mob/living/carbon/human/H
if(ishuman(target.current))
H = target.current
if(H && H.get_id_name() != target_real_name)
target_missing_id = 1
else
explanation_text += " while wearing their identification card"
explanation_text += "." //Proper punctuation is important!
else
explanation_text = "Free Objective."
/datum/objective/escape/escape_with_identity/check_completion()
if(!target_real_name)
return 1
if(!ishuman(owner.current))
return 0
var/mob/living/carbon/human/H = owner.current
if(..())
if(H.dna.real_name == target_real_name)
if(H.get_id_name()== target_real_name || target_missing_id)
return 1
return 0
/datum/objective/survive
explanation_text = "Stay alive until the end."
dangerrating = 3
/datum/objective/survive/check_completion()
if(!owner.current || owner.current.stat == DEAD || isbrain(owner.current))
return 0 //Brains no longer win survive objectives. --NEO
if(!is_special_character(owner.current)) //This fails borg'd traitors
return 0
return 1
/datum/objective/martyr
explanation_text = "Die a glorious death."
dangerrating = 1
/datum/objective/martyr/check_completion()
if(!owner.current) //Gibbed, etc.
return 1
if(owner.current && owner.current.stat == DEAD) //You're dead! Yay!
return 1
return 0
/datum/objective/nuclear
explanation_text = "Destroy the station with a nuclear device."
martyr_compatible = 1
var/global/list/possible_items = list()
/datum/objective/steal
var/datum/objective_item/targetinfo = null //Save the chosen item datum so we can access it later.
var/obj/item/steal_target = null //Needed for custom objectives (they're just items, not datums).
dangerrating = 5 //Overridden by the individual item's difficulty, but defaults to 5 for custom objectives.
martyr_compatible = 0
/datum/objective/steal/get_target()
return steal_target
/datum/objective/steal/New()
..()
if(!possible_items.len)//Only need to fill the list when it's needed.
init_subtypes(/datum/objective_item/steal,possible_items)
/datum/objective/steal/find_target()
var/approved_targets = list()
for(var/datum/objective_item/possible_item in possible_items)
if(is_unique_objective(possible_item.targetitem))
approved_targets += possible_item
return set_target(safepick(possible_items))
/datum/objective/steal/proc/set_target(var/datum/objective_item/item)
if(item)
targetinfo = item
steal_target = targetinfo.targetitem
explanation_text = "Steal [targetinfo.name]."
dangerrating = targetinfo.difficulty
return steal_target
else
explanation_text = "Free objective"
return
/datum/objective/steal/proc/select_target() //For admins setting objectives manually.
var/list/possible_items_all = possible_items+"custom"
var/new_target = input("Select target:", "Objective target", steal_target) as null|anything in possible_items_all
if (!new_target) return
if (new_target == "custom") //Can set custom items.
var/obj/item/custom_target = input("Select type:","Type") as null|anything in typesof(/obj/item)
if (!custom_target) return
var/tmp_obj = new custom_target
var/custom_name = tmp_obj:name
qdel(tmp_obj)
custom_name = stripped_input("Enter target name:", "Objective target", custom_name)
if (!custom_name) return
steal_target = custom_target
explanation_text = "Steal [custom_name]."
else
set_target(new_target)
return steal_target
/datum/objective/steal/check_completion()
if(!steal_target) return 1
if(!isliving(owner.current)) return 0
var/list/all_items = owner.current.GetAllContents() //this should get things in cheesewheels, books, etc.
for(var/obj/I in all_items) //Check for items
if(istype(I, steal_target))
if(targetinfo && targetinfo.check_special_completion(I))//Returns 1 by default. Items with special checks will return 1 if the conditions are fulfilled.
return 1
else //If there's no targetinfo, then that means it was a custom objective. At this point, we know you have the item, so return 1.
return 1
if(targetinfo && I.type in targetinfo.altitems) //Ok, so you don't have the item. Do you have an alternative, at least?
if(targetinfo.check_special_completion(I))//Yeah, we do! Don't return 0 if we don't though - then you could fail if you had 1 item that didn't pass and got checked first!
return 1
return 0
var/global/list/possible_items_special = list()
/datum/objective/steal/special //ninjas are so special they get their own subtype good for them
/datum/objective/steal/special/New()
..()
if(!possible_items_special.len)
init_subtypes(/datum/objective_item/special,possible_items)
init_subtypes(/datum/objective_item/stack,possible_items)
/datum/objective/steal/special/find_target()
return set_target(pick(possible_items_special))
/datum/objective/steal/exchange
dangerrating = 10
/datum/objective/steal/exchange/proc/set_faction(var/faction,var/otheragent)
target = otheragent
if(faction == "red")
targetinfo = new/datum/objective_item/unique/docs_blue
else if(faction == "blue")
targetinfo = new/datum/objective_item/unique/docs_red
explanation_text = "Acquire [targetinfo.name] held by [target.current.real_name], the [target.assigned_role] and syndicate agent"
steal_target = targetinfo.targetitem
/datum/objective/steal/exchange/update_explanation_text()
..()
if(target && target.current)
explanation_text = "Acquire [targetinfo.name] held by [target.name], the [target.assigned_role] and syndicate agent"
else
explanation_text = "Free Objective"
/datum/objective/steal/exchange/backstab
dangerrating = 3
/datum/objective/steal/exchange/backstab/set_faction(var/faction)
if(faction == "red")
targetinfo = new/datum/objective_item/unique/docs_red
else if(faction == "blue")
targetinfo = new/datum/objective_item/unique/docs_blue
explanation_text = "Do not give up or lose [targetinfo.name]."
steal_target = targetinfo.targetitem
/datum/objective/download
dangerrating = 10
/datum/objective/download/proc/gen_amount_goal()
target_amount = rand(10,20)
explanation_text = "Download [target_amount] research level\s."
return target_amount
/datum/objective/download/check_completion()//NINJACODE
if(!ishuman(owner.current))
return 0
var/mob/living/carbon/human/H = owner.current
if(!H || H.stat == DEAD)
return 0
if(!istype(H.wear_suit, /obj/item/clothing/suit/space/space_ninja))
return 0
var/obj/item/clothing/suit/space/space_ninja/SN = H.wear_suit
if(!SN.s_initialized)
return 0
var/current_amount
if(!SN.stored_research.len)
return 0
else
for(var/datum/tech/current_data in SN.stored_research)
if(current_data.level)
current_amount += (current_data.level-1)
if(current_amount<target_amount)
return 0
return 1
/datum/objective/capture
dangerrating = 10
/datum/objective/capture/proc/gen_amount_goal()
target_amount = rand(5,10)
explanation_text = "Accumulate [target_amount] capture point\s. It is better if they remain relatively unharmed."
return target_amount
/datum/objective/capture/check_completion()//Basically runs through all the mobs in the area to determine how much they are worth.
var/captured_amount = 0
var/area/centcom/holding/A = locate()
for(var/mob/living/carbon/human/M in A)//Humans.
if(M.stat==2)//Dead folks are worth less.
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/monkey/M in A)//Monkeys are almost worthless, you failure.
captured_amount+=0.1
for(var/mob/living/carbon/alien/larva/M in A)//Larva are important for research.
if(M.stat==2)
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/alien/humanoid/M in A)//Aliens are worth twice as much as humans.
if(istype(M, /mob/living/carbon/alien/humanoid/queen))//Queens are worth three times as much as humans.
if(M.stat==2)
captured_amount+=1.5
else
captured_amount+=3
continue
if(M.stat==2)
captured_amount+=1
continue
captured_amount+=2
if(captured_amount<target_amount)
return 0
return 1
/datum/objective/absorb
dangerrating = 10
/datum/objective/absorb/proc/gen_amount_goal(var/lowbound = 4, var/highbound = 6)
target_amount = rand (lowbound,highbound)
if (ticker)
var/n_p = 1 //autowin
if (ticker.current_state == GAME_STATE_SETTING_UP)
for(var/mob/new_player/P in player_list)
if(P.client && P.ready && P.mind!=owner)
n_p ++
else if (ticker.current_state == GAME_STATE_PLAYING)
for(var/mob/living/carbon/human/P in player_list)
if(P.client && !(P.mind in ticker.mode.changelings) && P.mind!=owner)
n_p ++
target_amount = min(target_amount, n_p)
explanation_text = "Extract [target_amount] compatible genome\s."
return target_amount
/datum/objective/absorb/check_completion()
if(owner && owner.changeling && owner.changeling.absorbed_dna && (owner.changeling.absorbedcount >= target_amount))
return 1
else
return 0
/datum/objective/destroy
dangerrating = 10
martyr_compatible = 1
/datum/objective/destroy/find_target()
var/list/possible_targets = active_ais(1)
var/mob/living/silicon/ai/target_ai = pick(possible_targets)
target = target_ai.mind
update_explanation_text()
return target
/datum/objective/destroy/check_completion()
if(target && target.current)
if(target.current.stat == DEAD || target.current.z > 6 || !target.current.ckey) //Borgs/brains/AIs count as dead for traitor objectives. --NeoFite
return 1
return 0
return 1
/datum/objective/destroy/update_explanation_text()
..()
if(target && target.current)
explanation_text = "Destroy [target.name], the experimental AI."
else
explanation_text = "Free Objective"