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A dead-simple traitor variant. It's like traitor, except instead of an uplink you get a buddy: your blood brother. You must team up with your brother to complete your objectives. It runs along side regular traitor mode, thus the name "traitorbro".
811 lines
28 KiB
Plaintext
811 lines
28 KiB
Plaintext
/datum/objective
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var/datum/mind/owner //The primary owner of the objective. !!SOMEWHAT DEPRECATED!! Prefer using 'team' for new code.
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var/datum/objective_team/team //An alternative to 'owner': a team. Use this when writing new code.
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var/explanation_text = "Nothing" //What that person is supposed to do.
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var/team_explanation_text //For when there are multiple owners.
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var/datum/mind/target = null //If they are focused on a particular person.
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var/target_amount = 0 //If they are focused on a particular number. Steal objectives have their own counter.
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var/completed = 0 //currently only used for custom objectives.
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var/martyr_compatible = 0 //If the objective is compatible with martyr objective, i.e. if you can still do it while dead.
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/datum/objective/New(var/text)
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if(text)
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explanation_text = text
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/datum/objective/proc/get_owners() // Combine owner and team into a single list.
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. = (team && team.members) ? team.members.Copy() : list()
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if(owner)
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. += owner
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/datum/objective/proc/considered_alive(var/datum/mind/M)
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if(M && M.current)
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var/mob/living/carbon/human/H
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if(ishuman(M.current))
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H = M.current
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return M.current.stat != DEAD && !issilicon(M.current) && !isbrain(M.current) && (!H || H.dna.species.id != "memezombies")
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return FALSE
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/datum/objective/proc/considered_escaped(datum/mind/M)
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if(!considered_alive(M))
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return FALSE
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if(SSticker.force_ending || SSticker.mode.station_was_nuked) // Just let them win.
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return TRUE
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if(SSshuttle.emergency.mode != SHUTTLE_ENDGAME)
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return FALSE
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var/turf/location = get_turf(M.current)
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if(!location || istype(location, /turf/open/floor/plasteel/shuttle/red) || istype(location, /turf/open/floor/mineral/plastitanium/brig)) // Fails if they are in the shuttle brig
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return FALSE
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return location.onCentCom() || location.onSyndieBase()
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/datum/objective/proc/considered_afk(datum/mind/M)
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return !M || !M.current || !M.current.client || M.current.client.is_afk()
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/datum/objective/proc/check_completion()
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return completed
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/datum/objective/proc/is_unique_objective(possible_target)
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var/list/datum/mind/owners = get_owners()
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for(var/datum/mind/M in owners)
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for(var/datum/objective/O in M.objectives)
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if(istype(O, type) && O.get_target() == possible_target)
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return FALSE
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return TRUE
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/datum/objective/proc/get_target()
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return target
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/datum/objective/proc/get_crewmember_minds()
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. = list()
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for(var/V in GLOB.data_core.locked)
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var/datum/data/record/R = V
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var/datum/mind/M = R.fields["mindref"]
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if(M)
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. += M
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/datum/objective/proc/find_target()
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var/list/datum/mind/owners = get_owners()
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var/list/possible_targets = list()
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for(var/datum/mind/possible_target in get_crewmember_minds())
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if(!(possible_target in owners) && ishuman(possible_target.current) && (possible_target.current.stat != DEAD) && is_unique_objective(possible_target))
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possible_targets += possible_target
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if(possible_targets.len > 0)
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target = pick(possible_targets)
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update_explanation_text()
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return target
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/datum/objective/proc/find_target_by_role(role, role_type=0, invert=0)//Option sets either to check assigned role or special role. Default to assigned., invert inverts the check, eg: "Don't choose a Ling"
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var/list/datum/mind/owners = get_owners()
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for(var/datum/mind/possible_target in get_crewmember_minds())
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if(!(possible_target in owners) && ishuman(possible_target.current))
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var/is_role = 0
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if(role_type)
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if(possible_target.special_role == role)
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is_role++
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else
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if(possible_target.assigned_role == role)
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is_role++
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if(invert)
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if(is_role)
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continue
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target = possible_target
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break
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else if(is_role)
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target = possible_target
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break
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update_explanation_text()
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/datum/objective/proc/update_explanation_text()
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if(team_explanation_text && LAZYLEN(get_owners()) > 1)
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explanation_text = team_explanation_text
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/datum/objective/proc/give_special_equipment(special_equipment)
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var/datum/mind/receiver = pick(get_owners())
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if(receiver && receiver.current)
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if(ishuman(receiver.current))
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var/mob/living/carbon/human/H = receiver.current
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var/list/slots = list("backpack" = slot_in_backpack)
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for(var/eq_path in special_equipment)
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var/obj/O = new eq_path
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H.equip_in_one_of_slots(O, slots)
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/datum/objective/assassinate
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var/target_role_type=0
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martyr_compatible = 1
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/datum/objective/assassinate/find_target_by_role(role, role_type=0, invert=0)
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if(!invert)
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target_role_type = role_type
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..()
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return target
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/datum/objective/assassinate/check_completion()
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return !target || !considered_alive(target)
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/datum/objective/assassinate/update_explanation_text()
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..()
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if(target && target.current)
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explanation_text = "Assassinate [target.name], the [!target_role_type ? target.assigned_role : target.special_role]."
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else
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explanation_text = "Free Objective"
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/datum/objective/assassinate/internal
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var/stolen = 0 //Have we already eliminated this target?
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/datum/objective/assassinate/internal/update_explanation_text()
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..()
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if(target && !target.current)
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explanation_text = "Assassinate [target.name], who was obliterated"
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/datum/objective/mutiny
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var/target_role_type=0
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martyr_compatible = 1
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/datum/objective/mutiny/find_target_by_role(role, role_type=0,invert=0)
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if(!invert)
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target_role_type = role_type
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..()
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return target
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/datum/objective/mutiny/check_completion()
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if(!target || !considered_alive(target) || considered_afk(target))
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return TRUE
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var/turf/T = get_turf(target.current)
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return T && !(T.z in GLOB.station_z_levels)
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/datum/objective/mutiny/update_explanation_text()
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..()
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if(target && target.current)
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explanation_text = "Assassinate or exile [target.name], the [!target_role_type ? target.assigned_role : target.special_role]."
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else
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explanation_text = "Free Objective"
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/datum/objective/maroon
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var/target_role_type=0
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martyr_compatible = 1
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/datum/objective/maroon/find_target_by_role(role, role_type=0, invert=0)
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if(!invert)
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target_role_type = role_type
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..()
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return target
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/datum/objective/maroon/check_completion()
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return !target || !considered_alive(target) || (!target.current.onCentCom() && !target.current.onSyndieBase())
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/datum/objective/maroon/update_explanation_text()
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if(target && target.current)
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explanation_text = "Prevent [target.name], the [!target_role_type ? target.assigned_role : target.special_role], from escaping alive."
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else
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explanation_text = "Free Objective"
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/datum/objective/debrain
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var/target_role_type=0
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/datum/objective/debrain/find_target_by_role(role, role_type=0, invert=0)
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if(!invert)
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target_role_type = role_type
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..()
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return target
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/datum/objective/debrain/check_completion()
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if(!target)//If it's a free objective.
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return TRUE
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if(!target.current || !isbrain(target.current))
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return FALSE
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var/atom/A = target.current
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var/list/datum/mind/owners = get_owners()
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while(A.loc) // Check to see if the brainmob is on our person
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A = A.loc
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for(var/datum/mind/M in owners)
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if(M.current && M.current.stat != DEAD && A == M.current)
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return TRUE
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return FALSE
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/datum/objective/debrain/update_explanation_text()
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..()
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if(target && target.current)
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explanation_text = "Steal the brain of [target.name], the [!target_role_type ? target.assigned_role : target.special_role]."
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else
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explanation_text = "Free Objective"
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/datum/objective/protect//The opposite of killing a dude.
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var/target_role_type=0
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martyr_compatible = 1
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/datum/objective/protect/find_target_by_role(role, role_type=0, invert=0)
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if(!invert)
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target_role_type = role_type
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..()
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return target
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/datum/objective/protect/check_completion()
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return !target || considered_alive(target)
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/datum/objective/protect/update_explanation_text()
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..()
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if(target && target.current)
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explanation_text = "Protect [target.name], the [!target_role_type ? target.assigned_role : target.special_role]."
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else
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explanation_text = "Free Objective"
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/datum/objective/hijack
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explanation_text = "Hijack the shuttle to ensure no loyalist Nanotrasen crew escape alive and out of custody."
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team_explanation_text = "Hijack the shuttle to ensure no loyalist Nanotrasen crew escape alive and out of custody. Leave no team member behind."
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martyr_compatible = 0 //Technically you won't get both anyway.
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/datum/objective/hijack/check_completion() // Requires all owners to escape.
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if(SSshuttle.emergency.mode != SHUTTLE_ENDGAME)
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return FALSE
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var/list/datum/mind/owners = get_owners()
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for(var/datum/mind/M in owners)
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if(!considered_alive(M) || !SSshuttle.emergency.shuttle_areas[get_area(M.current)])
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return FALSE
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return SSshuttle.emergency.is_hijacked()
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/datum/objective/block
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explanation_text = "Do not allow any organic lifeforms to escape on the shuttle alive."
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martyr_compatible = 1
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/datum/objective/block/check_completion()
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if(SSshuttle.emergency.mode != SHUTTLE_ENDGAME)
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return TRUE
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for(var/mob/living/player in GLOB.player_list)
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if(player.mind && player.stat != DEAD && !issilicon(player))
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if(get_area(player) in SSshuttle.emergency.shuttle_areas)
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return FALSE
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return TRUE
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/datum/objective/purge
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explanation_text = "Ensure no mutant humanoid species are present aboard the escape shuttle."
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martyr_compatible = 1
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/datum/objective/purge/check_completion()
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if(SSshuttle.emergency.mode != SHUTTLE_ENDGAME)
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return TRUE
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for(var/mob/living/player in GLOB.player_list)
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if(get_area(player) in SSshuttle.emergency.shuttle_areas && player.mind && player.stat != DEAD && ishuman(player))
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var/mob/living/carbon/human/H = player
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if(H.dna.species.id != "human")
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return FALSE
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return TRUE
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/datum/objective/robot_army
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explanation_text = "Have at least eight active cyborgs synced to you."
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martyr_compatible = 0
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/datum/objective/robot_army/check_completion()
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var/counter = 0
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var/list/datum/mind/owners = get_owners()
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for(var/datum/mind/M in owners)
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if(!M.current || !isAI(M.current))
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continue
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var/mob/living/silicon/ai/A = M.current
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for(var/mob/living/silicon/robot/R in A.connected_robots)
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if(R.stat != DEAD)
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counter++
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return counter >= 8
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/datum/objective/escape
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explanation_text = "Escape on the shuttle or an escape pod alive and without being in custody."
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team_explanation_text = "Have all members of your team escape on a shuttle or pod alive, without being in custody."
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/datum/objective/escape/check_completion()
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// Require all owners escape safely.
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var/list/datum/mind/owners = get_owners()
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for(var/datum/mind/M in owners)
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if(!considered_escaped(M))
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return FALSE
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return TRUE
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/datum/objective/escape/escape_with_identity
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var/target_real_name // Has to be stored because the target's real_name can change over the course of the round
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var/target_missing_id
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/datum/objective/escape/escape_with_identity/find_target()
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target = ..()
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update_explanation_text()
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/datum/objective/escape/escape_with_identity/update_explanation_text()
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if(target && target.current)
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target_real_name = target.current.real_name
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explanation_text = "Escape on the shuttle or an escape pod with the identity of [target_real_name], the [target.assigned_role]"
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var/mob/living/carbon/human/H
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if(ishuman(target.current))
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H = target.current
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if(H && H.get_id_name() != target_real_name)
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target_missing_id = 1
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else
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explanation_text += " while wearing their identification card"
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explanation_text += "." //Proper punctuation is important!
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else
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explanation_text = "Free Objective."
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/datum/objective/escape/escape_with_identity/check_completion()
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if(!target || !target_real_name)
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return TRUE
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var/list/datum/mind/owners = get_owners()
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for(var/datum/mind/M in owners)
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if(!ishuman(M.current) || !considered_escaped(M))
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continue
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var/mob/living/carbon/human/H = M.current
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if(H.dna.real_name == target_real_name && (H.get_id_name() == target_real_name || target_missing_id))
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return TRUE
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return FALSE
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/datum/objective/survive
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explanation_text = "Stay alive until the end."
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/datum/objective/survive/check_completion()
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var/list/datum/mind/owners = get_owners()
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for(var/datum/mind/M in owners)
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if(!considered_alive(M))
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return FALSE
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return TRUE
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/datum/objective/martyr
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explanation_text = "Die a glorious death."
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/datum/objective/martyr/check_completion()
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var/list/datum/mind/owners = get_owners()
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for(var/datum/mind/M in owners)
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if(considered_alive(M))
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return FALSE
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return TRUE
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/datum/objective/nuclear
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explanation_text = "Destroy the station with a nuclear device."
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martyr_compatible = 1
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/datum/objective/nuclear/check_completion()
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if(SSticker && SSticker.mode && SSticker.mode.station_was_nuked)
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return TRUE
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return FALSE
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GLOBAL_LIST_EMPTY(possible_items)
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/datum/objective/steal
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var/datum/objective_item/targetinfo = null //Save the chosen item datum so we can access it later.
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var/obj/item/steal_target = null //Needed for custom objectives (they're just items, not datums).
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martyr_compatible = 0
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/datum/objective/steal/get_target()
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return steal_target
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/datum/objective/steal/New()
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..()
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if(!GLOB.possible_items.len)//Only need to fill the list when it's needed.
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for(var/I in subtypesof(/datum/objective_item/steal))
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new I
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/datum/objective/steal/find_target()
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var/list/datum/mind/owners = get_owners()
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var/approved_targets = list()
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check_items:
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for(var/datum/objective_item/possible_item in GLOB.possible_items)
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if(!is_unique_objective(possible_item.targetitem))
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continue
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for(var/datum/mind/M in owners)
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if(M.current.mind.assigned_role in possible_item.excludefromjob)
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continue check_items
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approved_targets += possible_item
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return set_target(safepick(approved_targets))
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/datum/objective/steal/proc/set_target(datum/objective_item/item)
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if(item)
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targetinfo = item
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steal_target = targetinfo.targetitem
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explanation_text = "Steal [targetinfo.name]"
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give_special_equipment(targetinfo.special_equipment)
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return steal_target
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else
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explanation_text = "Free objective"
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return
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/datum/objective/steal/proc/select_target() //For admins setting objectives manually.
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var/list/possible_items_all = GLOB.possible_items+"custom"
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var/new_target = input("Select target:", "Objective target", steal_target) as null|anything in possible_items_all
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if (!new_target) return
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if (new_target == "custom") //Can set custom items.
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var/obj/item/custom_target = input("Select type:","Type") as null|anything in typesof(/obj/item)
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if (!custom_target) return
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var/custom_name = initial(custom_target.name)
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custom_name = stripped_input("Enter target name:", "Objective target", custom_name)
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if (!custom_name) return
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steal_target = custom_target
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explanation_text = "Steal [custom_name]."
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else
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set_target(new_target)
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return steal_target
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/datum/objective/steal/check_completion()
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var/list/datum/mind/owners = get_owners()
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if(!steal_target)
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return TRUE
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for(var/datum/mind/M in owners)
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if(!isliving(M.current))
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continue
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var/list/all_items = M.current.GetAllContents() //this should get things in cheesewheels, books, etc.
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for(var/obj/I in all_items) //Check for items
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if(istype(I, steal_target))
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if(!targetinfo) //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.
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return TRUE
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else if(targetinfo.check_special_completion(I))//Returns 1 by default. Items with special checks will return 1 if the conditions are fulfilled.
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return TRUE
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if(targetinfo && I.type in targetinfo.altitems) //Ok, so you don't have the item. Do you have an alternative, at least?
|
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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 TRUE
|
|
return FALSE
|
|
|
|
|
|
GLOBAL_LIST_EMPTY(possible_items_special)
|
|
/datum/objective/steal/special //ninjas are so special they get their own subtype good for them
|
|
|
|
/datum/objective/steal/special/New()
|
|
..()
|
|
if(!GLOB.possible_items_special.len)
|
|
for(var/I in subtypesof(/datum/objective_item/special) + subtypesof(/datum/objective_item/stack))
|
|
new I
|
|
|
|
/datum/objective/steal/special/find_target()
|
|
return set_target(pick(GLOB.possible_items_special))
|
|
|
|
/datum/objective/steal/exchange
|
|
martyr_compatible = 0
|
|
|
|
/datum/objective/steal/exchange/proc/set_faction(faction,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
|
|
|
|
/datum/objective/steal/exchange/backstab/set_faction(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
|
|
|
|
/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.
|
|
var/current_amount = 0
|
|
var/list/datum/mind/owners = get_owners()
|
|
for(var/datum/mind/M in owners)
|
|
if(!ishuman(owner.current))
|
|
continue
|
|
var/mob/living/carbon/human/H = owner.current
|
|
if(!H || H.stat == DEAD || !istype(H.wear_suit, /obj/item/clothing/suit/space/space_ninja))
|
|
continue
|
|
var/obj/item/clothing/suit/space/space_ninja/SN = H.wear_suit
|
|
if(!SN.s_initialized)
|
|
continue
|
|
for(var/datum/tech/current_data in SN.stored_research)
|
|
if(current_data.level)
|
|
current_amount += (current_data.level-1)
|
|
return current_amount >= target_amount
|
|
|
|
|
|
|
|
/datum/objective/capture
|
|
|
|
/datum/objective/capture/proc/gen_amount_goal()
|
|
target_amount = rand(5,10)
|
|
explanation_text = "Capture [target_amount] lifeform\s with an energy net. Live, rare specimens are worth more."
|
|
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() in GLOB.sortedAreas
|
|
for(var/mob/living/carbon/human/M in A)//Humans.
|
|
if(M.stat == DEAD)//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 == DEAD)
|
|
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/royal/queen))//Queens are worth three times as much as humans.
|
|
if(M.stat == DEAD)
|
|
captured_amount+=1.5
|
|
else
|
|
captured_amount+=3
|
|
continue
|
|
if(M.stat == DEAD)
|
|
captured_amount+=1
|
|
continue
|
|
captured_amount+=2
|
|
return captured_amount >= target_amount
|
|
|
|
|
|
/datum/objective/absorb
|
|
|
|
/datum/objective/absorb/proc/gen_amount_goal(lowbound = 4, highbound = 6)
|
|
target_amount = rand (lowbound,highbound)
|
|
var/n_p = 1 //autowin
|
|
var/list/datum/mind/owners = get_owners()
|
|
if (SSticker.current_state == GAME_STATE_SETTING_UP)
|
|
for(var/mob/dead/new_player/P in GLOB.player_list)
|
|
if(P.client && P.ready == PLAYER_READY_TO_PLAY && !(P.mind in owners))
|
|
n_p ++
|
|
else if (SSticker.IsRoundInProgress())
|
|
for(var/mob/living/carbon/human/P in GLOB.player_list)
|
|
if(P.client && !(P.mind in SSticker.mode.changelings) && !(P.mind in owners))
|
|
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()
|
|
var/list/datum/mind/owners = get_owners()
|
|
var/absorbedcount = 0
|
|
for(var/datum/mind/M in owners)
|
|
if(!owner || !owner.changeling || !owner.changeling.stored_profiles)
|
|
continue
|
|
absorbedcount += M.changeling.absorbedcount
|
|
return absorbedcount >= target_amount
|
|
|
|
|
|
|
|
/datum/objective/destroy
|
|
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)
|
|
return target.current.stat == DEAD || target.current.z > 6 || !target.current.ckey //Borgs/brains/AIs count as dead for traitor objectives.
|
|
return TRUE
|
|
|
|
/datum/objective/destroy/update_explanation_text()
|
|
..()
|
|
if(target && target.current)
|
|
explanation_text = "Destroy [target.name], the experimental AI."
|
|
else
|
|
explanation_text = "Free Objective"
|
|
|
|
/datum/objective/destroy/internal
|
|
var/stolen = FALSE //Have we already eliminated this target?
|
|
|
|
/datum/objective/steal_five_of_type
|
|
explanation_text = "Steal at least five items!"
|
|
var/list/wanted_items = list(/obj/item)
|
|
|
|
/datum/objective/steal_five_of_type/New()
|
|
..()
|
|
wanted_items = typecacheof(wanted_items)
|
|
|
|
/datum/objective/steal_five_of_type/summon_guns
|
|
explanation_text = "Steal at least five guns!"
|
|
wanted_items = list(/obj/item/gun)
|
|
|
|
/datum/objective/steal_five_of_type/summon_magic
|
|
explanation_text = "Steal at least five magical artefacts!"
|
|
wanted_items = list(/obj/item/spellbook, /obj/item/gun/magic, /obj/item/clothing/suit/space/hardsuit/wizard, /obj/item/scrying, /obj/item/antag_spawner/contract, /obj/item/device/necromantic_stone)
|
|
|
|
/datum/objective/steal_five_of_type/check_completion()
|
|
var/list/datum/mind/owners = get_owners()
|
|
var/stolen_count = 0
|
|
for(var/datum/mind/M in owners)
|
|
if(!isliving(M.current))
|
|
continue
|
|
var/list/all_items = M.current.GetAllContents() //this should get things in cheesewheels, books, etc.
|
|
for(var/obj/I in all_items) //Check for wanted items
|
|
if(is_type_in_typecache(I, wanted_items))
|
|
stolen_count++
|
|
return stolen_count >= 5
|
|
|
|
|
|
////////////////////////////////
|
|
// Changeling team objectives //
|
|
////////////////////////////////
|
|
|
|
/datum/objective/changeling_team_objective //Abstract type
|
|
martyr_compatible = 0 //Suicide is not teamwork!
|
|
explanation_text = "Changeling Friendship!"
|
|
var/min_lings = 3 //Minimum amount of lings for this team objective to be possible
|
|
var/escape_objective_compatible = FALSE
|
|
|
|
|
|
//Impersonate department
|
|
//Picks as many people as it can from a department (Security,Engineer,Medical,Science)
|
|
//and tasks the lings with killing and replacing them
|
|
/datum/objective/changeling_team_objective/impersonate_department
|
|
explanation_text = "Ensure X derpartment are killed, impersonated, and replaced by Changelings"
|
|
var/command_staff_only = FALSE //if this is true, it picks command staff instead
|
|
var/list/department_minds = list()
|
|
var/list/department_real_names = list()
|
|
var/department_string = ""
|
|
|
|
|
|
/datum/objective/changeling_team_objective/impersonate_department/proc/get_department_staff()
|
|
department_minds = list()
|
|
department_real_names = list()
|
|
|
|
var/list/departments = list("Head of Security","Research Director","Chief Engineer","Chief Medical Officer")
|
|
var/department_head = pick(departments)
|
|
switch(department_head)
|
|
if("Head of Security")
|
|
department_string = "security"
|
|
if("Research Director")
|
|
department_string = "science"
|
|
if("Chief Engineer")
|
|
department_string = "engineering"
|
|
if("Chief Medical Officer")
|
|
department_string = "medical"
|
|
|
|
var/ling_count = SSticker.mode.changelings
|
|
|
|
for(var/datum/mind/M in SSticker.minds)
|
|
if(M in SSticker.mode.changelings)
|
|
continue
|
|
if(department_head in get_department_heads(M.assigned_role))
|
|
if(ling_count)
|
|
ling_count--
|
|
department_minds += M
|
|
department_real_names += M.current.real_name
|
|
else
|
|
break
|
|
|
|
if(!department_minds.len)
|
|
log_game("[type] has failed to find department staff, and has removed itself. the round will continue normally")
|
|
owner.objectives -= src
|
|
qdel(src)
|
|
return
|
|
|
|
|
|
/datum/objective/changeling_team_objective/impersonate_department/proc/get_heads()
|
|
department_minds = list()
|
|
department_real_names = list()
|
|
|
|
//Needed heads is between min_lings and the maximum possible amount of command roles
|
|
//So at the time of writing, rand(3,6), it's also capped by the amount of lings there are
|
|
//Because you can't fill 6 head roles with 3 lings
|
|
|
|
var/needed_heads = rand(min_lings,GLOB.command_positions.len)
|
|
needed_heads = min(SSticker.mode.changelings.len,needed_heads)
|
|
|
|
var/list/heads = SSticker.mode.get_living_heads()
|
|
for(var/datum/mind/head in heads)
|
|
if(head in SSticker.mode.changelings) //Looking at you HoP.
|
|
continue
|
|
if(needed_heads)
|
|
department_minds += head
|
|
department_real_names += head.current.real_name
|
|
needed_heads--
|
|
else
|
|
break
|
|
|
|
if(!department_minds.len)
|
|
log_game("[type] has failed to find department heads, and has removed itself. the round will continue normally")
|
|
owner.objectives -= src
|
|
qdel(src)
|
|
return
|
|
|
|
|
|
/datum/objective/changeling_team_objective/impersonate_department/New(var/text)
|
|
..()
|
|
if(command_staff_only)
|
|
get_heads()
|
|
else
|
|
get_department_staff()
|
|
|
|
update_explanation_text()
|
|
|
|
|
|
/datum/objective/changeling_team_objective/impersonate_department/update_explanation_text()
|
|
..()
|
|
if(!department_real_names.len || !department_minds.len)
|
|
explanation_text = "Free Objective"
|
|
return //Something fucked up, give them a win
|
|
|
|
if(command_staff_only)
|
|
explanation_text = "Ensure changelings impersonate and escape as the following heads of staff: "
|
|
else
|
|
explanation_text = "Ensure changelings impersonate and escape as the following members of \the [department_string] department: "
|
|
|
|
var/first = 1
|
|
for(var/datum/mind/M in department_minds)
|
|
var/string = "[M.name] the [M.assigned_role]"
|
|
if(!first)
|
|
string = ", [M.name] the [M.assigned_role]"
|
|
else
|
|
first--
|
|
explanation_text += string
|
|
|
|
if(command_staff_only)
|
|
explanation_text += ", while the real heads are dead. This is a team objective."
|
|
else
|
|
explanation_text += ", while the real members are dead. This is a team objective."
|
|
|
|
|
|
/datum/objective/changeling_team_objective/impersonate_department/check_completion()
|
|
if(!department_real_names.len || !department_minds.len)
|
|
return 1 //Something fucked up, give them a win
|
|
|
|
var/list/check_names = department_real_names.Copy()
|
|
|
|
//Check each department member's mind to see if any of them made it to centcom alive, if they did it's an automatic fail
|
|
for(var/datum/mind/M in department_minds)
|
|
if(M in SSticker.mode.changelings) //Lings aren't picked for this, but let's be safe
|
|
continue
|
|
|
|
if(M.current)
|
|
var/turf/mloc = get_turf(M.current)
|
|
if(mloc.onCentCom() && (M.current.stat != DEAD))
|
|
return 0 //A Non-ling living target got to centcom, fail
|
|
|
|
//Check each staff member has been replaced, by cross referencing changeling minds, changeling current dna, the staff minds and their original DNA names
|
|
var/success = 0
|
|
changelings:
|
|
for(var/datum/mind/changeling in SSticker.mode.changelings)
|
|
if(success >= department_minds.len) //We did it, stop here!
|
|
return 1
|
|
if(ishuman(changeling.current))
|
|
var/mob/living/carbon/human/H = changeling.current
|
|
var/turf/cloc = get_turf(changeling.current)
|
|
if(cloc && cloc.onCentCom() && (changeling.current.stat != DEAD)) //Living changeling on centcom....
|
|
for(var/name in check_names) //Is he (disguised as) one of the staff?
|
|
if(H.dna.real_name == name)
|
|
check_names -= name //This staff member is accounted for, remove them, so the team don't succeed by escape as 7 of the same engineer
|
|
success++ //A living changeling staff member made it to centcom
|
|
continue changelings
|
|
|
|
if(success >= department_minds.len)
|
|
return 1
|
|
return 0
|
|
|
|
|
|
|
|
|
|
//A subtype of impersonate_derpartment
|
|
//This subtype always picks as many command staff as it can (HoS,HoP,Cap,CE,CMO,RD)
|
|
//and tasks the lings with killing and replacing them
|
|
/datum/objective/changeling_team_objective/impersonate_department/impersonate_heads
|
|
explanation_text = "Have X or more heads of staff escape on the shuttle disguised as heads, while the real heads are dead"
|
|
command_staff_only = TRUE
|
|
|
|
|
|
|