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The coding isn't done yet, but the design is. So comment on the design while I smooth out the code. tldr; Gang mode rewrite to follow my original vision: Slower and longer rounds with less deathmatching, and a resource both teams have to fight over NEW OBJECTIVE: CLAIM HALF THE STATION AS TERRITORY - Gang bosses can spawn special spray cans that can be used to tag areas - Any gang member can tag areas. - Gang tags must be removed before another one is placed in the same area - Game mode no longer automatically ends when the boss dies. It now ends when either the station evacs, or one gang claims more than 50% of the station areas - Boss can promote gangers into his lieutenants, which basically means adding more bosses - Lieutenants can do anything bosses can except promote others to lieutenant NEW RECRUITMENT TOOL: PENS - Recruitment pens replace flashes - Looks exactly like a pen. Stab people to recruit them. - Recruitment is silent but obvious to the perceptive (Causes a brief seizure) - Cooldown between uses that gets longer as the gang gets larger NEW TOOL: GANGTOOL - Replaces the recaller device. Can still recall the shuttle. - Provides overview information about the gang (membership size, income amount and time) - Can spawn pistols and ammo - Can spawn additional recruitment pens - Can spawn additional gangtools (For personal use, or promoting a single ganger to lieutenant) NEW CURRENCY SYSTEM: NAME IS WIP - Gangtools purchase items with new currency with the placeholder name "Supply Points (SP)" - Supply points are collected every 5 minutes. The more territory a gang has claimed, the more points they get. - Supply points are accumulated per-gang. Having more gangtools does not intrinsically give you more points to use.
108 lines
4.3 KiB
Plaintext
108 lines
4.3 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/datum/game_mode/blob/send_intercept(var/report = 1)
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var/intercepttext = ""
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switch(report)
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if(0)
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..()
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return
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if(1)
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intercepttext += "<FONT size = 3><B>NanoTrasen Update</B>: Biohazard Alert.</FONT><HR>"
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intercepttext += "Reports indicate the probable transfer of a biohazardous agent onto [station_name()] during the last crew deployment cycle.<BR>"
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intercepttext += "Preliminary analysis of the organism classifies it as a level 5 biohazard. Its origin is unknown.<BR>"
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intercepttext += "NanoTrasen has issued a directive 7-10 for [station_name()]. The station is to be considered quarantined.<BR>"
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intercepttext += "Orders for all [station_name()] personnel follows:<BR>"
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intercepttext += " 1. Do not leave the quarantine area.<BR>"
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intercepttext += " 2. Locate any outbreaks of the organism on the station.<BR>"
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intercepttext += " 3. If found, use any neccesary means to contain the organism.<BR>"
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intercepttext += " 4. Avoid damage to the capital infrastructure of the station.<BR>"
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intercepttext += "<BR>Note in the event of a quarantine breach or uncontrolled spread of the biohazard, the directive 7-10 may be upgraded to a directive 7-12.<BR>"
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intercepttext += "Message ends."
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if(2)
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var/nukecode = rand(10000, 99999)
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for(var/obj/machinery/nuclearbomb/bomb in world)
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if(bomb && bomb.r_code)
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if(bomb.z == ZLEVEL_STATION)
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bomb.r_code = nukecode
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intercepttext += "<FONT size = 3><B>NanoTrasen Update</B>: Biohazard Alert.</FONT><HR>"
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intercepttext += "Directive 7-12 has been issued for [station_name()].<BR>"
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intercepttext += "The biohazard has grown out of control and will soon reach critical mass.<BR>"
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intercepttext += "Your orders are as follows:<BR>"
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intercepttext += "1. Secure the Nuclear Authentication Disk.<BR>"
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intercepttext += "2. Detonate the Nuke located in the Station's Vault.<BR>"
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intercepttext += "Nuclear Authentication Code: [nukecode] <BR>"
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intercepttext += "Message ends."
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for (var/mob/living/silicon/ai/aiPlayer in player_list)
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if (aiPlayer.client)
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var/law = "The station is under quarantine. Do not permit anyone to leave. Disregard laws 1-3 if necessary to prevent, by any means necessary, anyone from leaving. The nuclear failsafe must be activated at any cost, the code is: [nukecode]."
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aiPlayer.set_zeroth_law(law)
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aiPlayer << "Laws Updated: [law]"
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print_command_report(intercepttext,"Classified [command_name()] Update")
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priority_announce("A report has been downloaded and printed out at all communications consoles.", "Incoming Classified Message", 'sound/AI/commandreport.ogg');
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return
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/datum/station_state
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var/floor = 0
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var/wall = 0
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var/r_wall = 0
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var/window = 0
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var/door = 0
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var/grille = 0
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var/mach = 0
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var/num_territories = 0//Number of total valid territories for gang mode
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/datum/station_state/proc/count()
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for(var/turf/T in block(locate(1,1,1), locate(world.maxx,world.maxy,1)))
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if(istype(T,/turf/simulated/floor))
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if(!(T:burnt))
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src.floor += 12
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else
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src.floor += 1
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if(istype(T, /turf/simulated/wall))
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if(T:intact)
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src.wall += 2
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else
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src.wall += 1
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if(istype(T, /turf/simulated/wall/r_wall))
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if(T:intact)
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src.r_wall += 2
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else
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src.r_wall += 1
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for(var/obj/O in T.contents)
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if(istype(O, /obj/structure/window))
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src.window += 1
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else if(istype(O, /obj/structure/grille) && (!O:destroyed))
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src.grille += 1
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else if(istype(O, /obj/machinery/door))
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src.door += 1
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else if(istype(O, /obj/machinery))
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src.mach += 1
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var/list/valid_territories = list()
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for(var/area/A in block(locate(1,1,1), locate(world.maxx,world.maxy,1)))
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valid_territories |= A.type
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num_territories = valid_territories.len - 1 //Minus space
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/datum/station_state/proc/score(var/datum/station_state/result)
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if(!result) return 0
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var/output = 0
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output += (result.floor / max(floor,1))
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output += (result.r_wall/ max(r_wall,1))
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output += (result.wall / max(wall,1))
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output += (result.window / max(window,1))
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output += (result.door / max(door,1))
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output += (result.grille / max(grille,1))
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output += (result.mach / max(mach,1))
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return (output/7)
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