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* Fully implements the ID Card design document * Oh fuck that hurt. Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk> Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
739 lines
24 KiB
Plaintext
739 lines
24 KiB
Plaintext
#define WHITE_TEAM "White"
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#define RED_TEAM "Red"
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#define BLUE_TEAM "Blue"
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#define FLAG_RETURN_TIME 200 // 20 seconds
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#define INSTAGIB_RESPAWN 50 //5 seconds
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#define DEFAULT_RESPAWN 150 //15 seconds
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#define CTF_REQUIRED_PLAYERS 4
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/obj/item/ctf
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name = "banner"
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icon = 'icons/obj/banner.dmi'
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icon_state = "banner"
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inhand_icon_state = "banner"
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lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
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desc = "A banner with Nanotrasen's logo on it."
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slowdown = 2
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throw_speed = 0
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throw_range = 1
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force = 200
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armour_penetration = 1000
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resistance_flags = INDESTRUCTIBLE
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anchored = TRUE
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item_flags = SLOWS_WHILE_IN_HAND
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var/team = WHITE_TEAM
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var/reset_cooldown = 0
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var/anyonecanpickup = TRUE
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var/obj/effect/ctf/flag_reset/reset
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var/reset_path = /obj/effect/ctf/flag_reset
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/// Which area we announce updates on the flag to. Should just generally be the area of the arena.
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var/game_area = /area/ctf
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/obj/item/ctf/Destroy()
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QDEL_NULL(reset)
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return ..()
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/obj/item/ctf/Initialize()
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. = ..()
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if(!reset)
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reset = new reset_path(get_turf(src))
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RegisterSignal(src, COMSIG_PARENT_PREQDELETED, .proc/reset_flag) //just in case CTF has some map hazards (read: chasms).
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/obj/item/ctf/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/two_handed, require_twohands = TRUE)
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/obj/item/ctf/process()
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if(is_ctf_target(loc)) //pickup code calls temporary drops to test things out, we need to make sure the flag doesn't reset from
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return PROCESS_KILL
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if(world.time > reset_cooldown)
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reset_flag()
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/obj/item/ctf/proc/reset_flag(capture = FALSE)
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SIGNAL_HANDLER
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forceMove(get_turf(src.reset))
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for(var/mob/M in GLOB.player_list)
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var/area/mob_area = get_area(M)
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if(istype(mob_area, game_area))
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if(!capture)
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to_chat(M, "<span class='userdanger'>[src] has been returned to the base!</span>")
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STOP_PROCESSING(SSobj, src)
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return TRUE //so if called by a signal, it doesn't delete
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//working with attack hand feels like taking my brain and putting it through an industrial pill press so i'm gonna be a bit liberal with the comments
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/obj/item/ctf/attack_hand(mob/living/user, list/modifiers)
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//pre normal check item stuff, this is for our special flag checks
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if(!is_ctf_target(user) && !anyonecanpickup)
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to_chat(user, "<span class='warning'>Non-players shouldn't be moving the flag!</span>")
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return
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if(team in user.faction)
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to_chat(user, "<span class='warning'>You can't move your own flag!</span>")
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return
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if(loc == user)
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if(!user.dropItemToGround(src))
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return
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for(var/mob/M in GLOB.player_list)
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var/area/mob_area = get_area(M)
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if(istype(mob_area, game_area))
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to_chat(M, "<span class='userdanger'>\The [initial(src.name)] has been taken!</span>")
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STOP_PROCESSING(SSobj, src)
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anchored = FALSE //normal checks need this to be FALSE to pass
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. = ..() //this is the actual normal item checks
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if(.) //only apply these flag passives
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anchored = TRUE
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return
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//passing means the user picked up the flag so we can now apply this
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user.set_anchored(TRUE)
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user.status_flags &= ~CANPUSH
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/obj/item/ctf/dropped(mob/user)
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..()
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user.set_anchored(FALSE)
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user.status_flags |= CANPUSH
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reset_cooldown = world.time + 20 SECONDS
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START_PROCESSING(SSobj, src)
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for(var/mob/M in GLOB.player_list)
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var/area/mob_area = get_area(M)
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if(istype(mob_area, game_area))
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to_chat(M, "<span class='userdanger'>\The [initial(name)] has been dropped!</span>")
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anchored = TRUE
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/obj/item/ctf/red
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name = "red flag"
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icon_state = "banner-red"
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inhand_icon_state = "banner-red"
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desc = "A red banner used to play capture the flag."
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team = RED_TEAM
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reset_path = /obj/effect/ctf/flag_reset/red
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/obj/item/ctf/blue
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name = "blue flag"
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icon_state = "banner-blue"
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inhand_icon_state = "banner-blue"
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desc = "A blue banner used to play capture the flag."
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team = BLUE_TEAM
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reset_path = /obj/effect/ctf/flag_reset/blue
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/obj/effect/ctf/flag_reset
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name = "banner landmark"
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "banner"
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desc = "This is where a banner with Nanotrasen's logo on it would go."
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layer = LOW_ITEM_LAYER
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/obj/effect/ctf/flag_reset/red
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name = "red flag landmark"
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icon_state = "banner-red"
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desc = "This is where a red banner used to play capture the flag \
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would go."
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/obj/effect/ctf/flag_reset/blue
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name = "blue flag landmark"
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icon_state = "banner-blue"
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desc = "This is where a blue banner used to play capture the flag \
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would go."
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/proc/toggle_id_ctf(user, activated_id, automated = FALSE)
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var/ctf_enabled = FALSE
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var/area/A
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for(var/obj/machinery/capture_the_flag/CTF in GLOB.machines)
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if(activated_id != CTF.game_id)
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continue
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ctf_enabled = CTF.toggle_ctf()
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A = get_area(CTF)
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for(var/obj/machinery/power/emitter/E in A)
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E.active = ctf_enabled
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if(user)
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message_admins("[key_name_admin(user)] has [ctf_enabled ? "enabled" : "disabled"] CTF!")
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else if(automated)
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message_admins("CTF has finished a round and automatically restarted.")
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notify_ghosts("CTF has automatically restarted after a round finished in [A]!",'sound/effects/ghost2.ogg')
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else
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message_admins("The players have spoken! Voting has enabled CTF!")
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if(!automated)
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notify_ghosts("CTF has been [ctf_enabled? "enabled" : "disabled"] in [A]!",'sound/effects/ghost2.ogg')
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/obj/machinery/capture_the_flag
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name = "CTF Controller"
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desc = "Used for running friendly games of capture the flag."
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icon = 'icons/obj/device.dmi'
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icon_state = "syndbeacon"
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resistance_flags = INDESTRUCTIBLE
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var/game_id = "centcom"
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var/victory_rejoin_text = "<span class='userdanger'>Teams have been cleared. Click on the machines to vote to begin another round.</span>"
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var/team = WHITE_TEAM
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var/team_span = ""
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//Capture the Flag scoring
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var/points = 0
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var/points_to_win = 3
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var/respawn_cooldown = DEFAULT_RESPAWN
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//Capture Point/King of the Hill scoring
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var/control_points = 0
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var/control_points_to_win = 180
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var/list/team_members = list()
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///assoc list: mob = outfit datum (class)
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var/list/spawned_mobs = list()
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var/list/recently_dead_ckeys = list()
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var/ctf_enabled = FALSE
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///assoc list for classes. If there's only one, it'll just equip. Otherwise, it lets you pick which outfit!
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var/list/ctf_gear = list("white" = /datum/outfit/ctf)
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var/instagib_gear = /datum/outfit/ctf/instagib
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var/ammo_type = /obj/effect/powerup/ammo/ctf
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// Fast paced gameplay, no real time for burn infections.
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var/player_traits = list(TRAIT_NEVER_WOUNDED)
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var/list/dead_barricades = list()
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var/static/arena_reset = FALSE
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var/static/list/people_who_want_to_play = list()
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var/game_area = /area/ctf
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/obj/machinery/capture_the_flag/Initialize()
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. = ..()
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AddElement(/datum/element/point_of_interest)
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/obj/machinery/capture_the_flag/process(delta_time)
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for(var/i in spawned_mobs)
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if(!i)
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spawned_mobs -= i
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continue
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// Anyone in crit, automatically reap
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var/mob/living/living_participant = i
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if(HAS_TRAIT(living_participant, TRAIT_CRITICAL_CONDITION) || living_participant.stat == DEAD)
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ctf_dust_old(living_participant)
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else
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// The changes that you've been hit with no shield but not
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// instantly critted are low, but have some healing.
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living_participant.adjustBruteLoss(-2.5 * delta_time)
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living_participant.adjustFireLoss(-2.5 * delta_time)
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/obj/machinery/capture_the_flag/red
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name = "Red CTF Controller"
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icon_state = "syndbeacon"
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team = RED_TEAM
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team_span = "redteamradio"
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ctf_gear = list("red" = /datum/outfit/ctf/red)
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instagib_gear = /datum/outfit/ctf/red/instagib
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/obj/machinery/capture_the_flag/blue
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name = "Blue CTF Controller"
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icon_state = "bluebeacon"
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team = BLUE_TEAM
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team_span = "blueteamradio"
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ctf_gear = list("blue" = /datum/outfit/ctf/blue)
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instagib_gear = /datum/outfit/ctf/blue/instagib
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//ATTACK GHOST IGNORING PARENT RETURN VALUE
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/obj/machinery/capture_the_flag/attack_ghost(mob/user)
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if(ctf_enabled == FALSE)
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if(user.client && user.client.holder)
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var/response = alert("Enable this CTF game?", "CTF", "Yes", "No")
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if(response == "Yes")
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toggle_id_ctf(user, game_id)
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return
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if(!(GLOB.ghost_role_flags & GHOSTROLE_MINIGAME))
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to_chat(user, "<span class='warning'>CTF has been temporarily disabled by admins.</span>")
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return
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for(var/obj/machinery/capture_the_flag/CTF in GLOB.machines)
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if(CTF.game_id != game_id && CTF.ctf_enabled)
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to_chat(user, "<span class='warning'>There is already an ongoing game in the [get_area(CTF)]!</span>")
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return
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people_who_want_to_play |= user.ckey
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var/num = people_who_want_to_play.len
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var/remaining = CTF_REQUIRED_PLAYERS - num
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if(remaining <= 0)
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people_who_want_to_play.Cut()
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toggle_id_ctf(null, game_id)
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else
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to_chat(user, "<span class='notice'>CTF has been requested. [num]/[CTF_REQUIRED_PLAYERS] have readied up.</span>")
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return
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if(!SSticker.HasRoundStarted())
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return
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if(user.ckey in team_members)
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if(user.ckey in recently_dead_ckeys)
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to_chat(user, "<span class='warning'>It must be more than [DisplayTimeText(respawn_cooldown)] from your last death to respawn!</span>")
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return
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var/client/new_team_member = user.client
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if(user.mind && user.mind.current)
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ctf_dust_old(user.mind.current)
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spawn_team_member(new_team_member)
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return
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for(var/obj/machinery/capture_the_flag/CTF in GLOB.machines)
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if(CTF.game_id != game_id || CTF == src || CTF.ctf_enabled == FALSE)
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continue
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if(user.ckey in CTF.team_members)
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to_chat(user, "<span class='warning'>No switching teams while the round is going!</span>")
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return
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if(CTF.team_members.len < src.team_members.len)
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to_chat(user, "<span class='warning'>[src.team] has more team members than [CTF.team]! Try joining [CTF.team] team to even things up.</span>")
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return
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var/client/new_team_member = user.client
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if(user.mind && user.mind.current)
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ctf_dust_old(user.mind.current)
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spawn_team_member(new_team_member)
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//does not add to recently dead, because it dusts and that triggers ctf_qdelled_player
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/obj/machinery/capture_the_flag/proc/ctf_dust_old(mob/living/body)
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if(isliving(body) && (team in body.faction))
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var/turf/T = get_turf(body)
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if(ammo_type)
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new ammo_type(T)
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body.dust()
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/obj/machinery/capture_the_flag/proc/ctf_qdelled_player(mob/living/body)
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SIGNAL_HANDLER
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recently_dead_ckeys += body.ckey
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spawned_mobs -= body
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addtimer(CALLBACK(src, .proc/clear_cooldown, body.ckey), respawn_cooldown, TIMER_UNIQUE)
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/obj/machinery/capture_the_flag/proc/clear_cooldown(ckey)
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recently_dead_ckeys -= ckey
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/obj/machinery/capture_the_flag/proc/spawn_team_member(client/new_team_member)
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var/datum/outfit/chosen_class
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if(ctf_gear.len == 1) //no choices to make
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for(var/key in ctf_gear)
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chosen_class = ctf_gear[key]
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else if(ctf_gear.len > 3) //a lot of choices, so much that we can't use a basic alert
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var/result = input(new_team_member, "Select a class.", "CTF") as null|anything in sortList(ctf_gear)
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if(!result || !(GLOB.ghost_role_flags & GHOSTROLE_MINIGAME) || (new_team_member.ckey in recently_dead_ckeys) || !isobserver(new_team_member.mob))
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return //picked nothing, admin disabled it, cheating to respawn faster, cheating to respawn... while in game?
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chosen_class = ctf_gear[result]
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else //2-3 choices
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var/list/names_only = assoc_list_strip_value(ctf_gear)
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names_only.len += 1 //create a new null entry so if it's a 2-sized list, names_only[3] is null instead of out of bounds
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var/result = alert(new_team_member, "Select a class.", "CTF", names_only[1], names_only[2], names_only[3])
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if(!result || !(GLOB.ghost_role_flags & GHOSTROLE_MINIGAME) || (new_team_member.ckey in recently_dead_ckeys) || !isobserver(new_team_member.mob))
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return //picked nothing, admin disabled it, cheating to respawn faster, cheating to respawn... while in game?
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chosen_class = ctf_gear[result]
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var/mob/living/carbon/human/M = new /mob/living/carbon/human(get_turf(src))
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new_team_member.prefs.copy_to(M)
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M.set_species(/datum/species/synth)
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M.key = new_team_member.key
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M.faction += team
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M.equipOutfit(chosen_class)
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RegisterSignal(M, COMSIG_PARENT_QDELETING, .proc/ctf_qdelled_player) //just in case CTF has some map hazards (read: chasms). bit shorter than dust
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for(var/trait in player_traits)
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ADD_TRAIT(M, trait, CAPTURE_THE_FLAG_TRAIT)
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spawned_mobs[M] = chosen_class
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team_members |= new_team_member.ckey
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return M //used in medisim.dm
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/obj/machinery/capture_the_flag/Topic(href, href_list)
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if(href_list["join"])
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var/mob/dead/observer/ghost = usr
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if(istype(ghost))
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attack_ghost(ghost)
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/obj/machinery/capture_the_flag/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/ctf))
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var/obj/item/ctf/flag = I
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if(flag.team != src.team)
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points++
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flag.reset_flag(capture = TRUE)
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for(var/mob/ctf_player in GLOB.player_list)
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var/area/mob_area = get_area(ctf_player)
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if(istype(mob_area, game_area))
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to_chat(ctf_player, "<span class='userdanger [team_span]'>[user.real_name] has captured \the [flag], scoring a point for [team] team! They now have [points]/[points_to_win] points!</span>")
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if(points >= points_to_win)
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victory()
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/obj/machinery/capture_the_flag/proc/victory()
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for(var/mob/_competitor in GLOB.mob_living_list)
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var/mob/living/competitor = _competitor
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var/area/mob_area = get_area(competitor)
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if(istype(mob_area, game_area))
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to_chat(competitor, "<span class='narsie [team_span]'>[team] team wins!</span>")
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to_chat(competitor, victory_rejoin_text)
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for(var/obj/item/ctf/W in competitor)
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competitor.dropItemToGround(W)
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competitor.dust()
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for(var/obj/machinery/control_point/control in GLOB.machines)
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control.icon_state = "dominator"
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control.controlling = null
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for(var/obj/machinery/capture_the_flag/CTF in GLOB.machines)
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if(CTF.game_id != game_id)
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continue
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if(CTF.ctf_enabled == TRUE)
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CTF.points = 0
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CTF.control_points = 0
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CTF.ctf_enabled = FALSE
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CTF.team_members = list()
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CTF.arena_reset = FALSE
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/obj/machinery/capture_the_flag/proc/toggle_ctf()
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if(!ctf_enabled)
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start_ctf()
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. = TRUE
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else
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stop_ctf()
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. = FALSE
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/obj/machinery/capture_the_flag/proc/start_ctf()
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ctf_enabled = TRUE
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for(var/d in dead_barricades)
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var/obj/effect/ctf/dead_barricade/D = d
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D.respawn()
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dead_barricades.Cut()
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notify_ghosts("[name] has been activated!", enter_link="<a href=?src=[REF(src)];join=1>(Click to join the [team] team!)</a> or click on the controller directly!", source = src, action=NOTIFY_ATTACK, header = "CTF has been activated")
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if(!arena_reset)
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reset_the_arena()
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arena_reset = TRUE
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/obj/machinery/capture_the_flag/proc/reset_the_arena()
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var/area/A = get_area(src)
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var/list/ctf_object_typecache = typecacheof(list(
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/obj/machinery,
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/obj/effect/ctf,
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/obj/item/ctf
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))
|
|
for(var/atm in A)
|
|
if (isturf(A) || ismob(A) || isarea(A))
|
|
continue
|
|
if(isstructure(atm))
|
|
var/obj/structure/S = atm
|
|
S.obj_integrity = S.max_integrity
|
|
else if(!is_type_in_typecache(atm, ctf_object_typecache))
|
|
qdel(atm)
|
|
|
|
|
|
/obj/machinery/capture_the_flag/proc/stop_ctf()
|
|
ctf_enabled = FALSE
|
|
arena_reset = FALSE
|
|
var/area/A = get_area(src)
|
|
for(var/_competitor in GLOB.mob_living_list)
|
|
var/mob/living/competitor = _competitor
|
|
if((get_area(A) == A) && (competitor.ckey in team_members))
|
|
competitor.dust()
|
|
team_members.Cut()
|
|
spawned_mobs.Cut()
|
|
recently_dead_ckeys.Cut()
|
|
|
|
/obj/machinery/capture_the_flag/proc/instagib_mode()
|
|
for(var/obj/machinery/capture_the_flag/CTF in GLOB.machines)
|
|
if(CTF.game_id != game_id)
|
|
continue
|
|
if(CTF.ctf_enabled == TRUE)
|
|
CTF.ctf_gear = CTF.instagib_gear
|
|
CTF.respawn_cooldown = INSTAGIB_RESPAWN
|
|
|
|
/obj/machinery/capture_the_flag/proc/normal_mode()
|
|
for(var/obj/machinery/capture_the_flag/CTF in GLOB.machines)
|
|
if(CTF.game_id != game_id)
|
|
continue
|
|
if(CTF.ctf_enabled == TRUE)
|
|
CTF.ctf_gear = initial(ctf_gear)
|
|
CTF.respawn_cooldown = DEFAULT_RESPAWN
|
|
|
|
/obj/item/gun/ballistic/automatic/pistol/deagle/ctf
|
|
desc = "This looks like it could really hurt in melee."
|
|
force = 75
|
|
mag_type = /obj/item/ammo_box/magazine/m50/ctf
|
|
|
|
/obj/item/gun/ballistic/automatic/pistol/deagle/ctf/dropped()
|
|
. = ..()
|
|
addtimer(CALLBACK(src, .proc/floor_vanish), 1)
|
|
|
|
/obj/item/gun/ballistic/automatic/pistol/deagle/ctf/proc/floor_vanish()
|
|
if(isturf(loc))
|
|
qdel(src)
|
|
|
|
/obj/item/ammo_box/magazine/m50/ctf
|
|
ammo_type = /obj/item/ammo_casing/a50/ctf
|
|
|
|
/obj/item/ammo_casing/a50/ctf
|
|
projectile_type = /obj/projectile/bullet/ctf
|
|
|
|
/obj/projectile/bullet/ctf
|
|
damage = 0
|
|
|
|
/obj/projectile/bullet/ctf/prehit_pierce(atom/target)
|
|
if(is_ctf_target(target))
|
|
damage = 60
|
|
return PROJECTILE_PIERCE_NONE /// hey uhh don't hit anyone behind them
|
|
. = ..()
|
|
|
|
/obj/item/gun/ballistic/automatic/laser/ctf
|
|
mag_type = /obj/item/ammo_box/magazine/recharge/ctf
|
|
desc = "This looks like it could really hurt in melee."
|
|
force = 50
|
|
|
|
/obj/item/gun/ballistic/automatic/laser/ctf/dropped()
|
|
. = ..()
|
|
addtimer(CALLBACK(src, .proc/floor_vanish), 1)
|
|
|
|
/obj/item/gun/ballistic/automatic/laser/ctf/proc/floor_vanish()
|
|
if(isturf(loc))
|
|
qdel(src)
|
|
|
|
/obj/item/ammo_box/magazine/recharge/ctf
|
|
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf
|
|
|
|
/obj/item/ammo_box/magazine/recharge/ctf/dropped()
|
|
. = ..()
|
|
addtimer(CALLBACK(src, .proc/floor_vanish), 1)
|
|
|
|
/obj/item/ammo_box/magazine/recharge/ctf/proc/floor_vanish()
|
|
if(isturf(loc))
|
|
qdel(src)
|
|
|
|
/obj/item/ammo_casing/caseless/laser/ctf
|
|
projectile_type = /obj/projectile/beam/ctf
|
|
|
|
/obj/projectile/beam/ctf
|
|
damage = 0
|
|
icon_state = "omnilaser"
|
|
|
|
/obj/projectile/beam/ctf/prehit_pierce(atom/target)
|
|
if(is_ctf_target(target))
|
|
damage = 150
|
|
return PROJECTILE_PIERCE_NONE /// hey uhhh don't hit anyone behind them
|
|
. = ..()
|
|
|
|
/proc/is_ctf_target(atom/target)
|
|
. = FALSE
|
|
if(istype(target, /obj/structure/barricade/security/ctf))
|
|
. = TRUE
|
|
if(ishuman(target))
|
|
var/mob/living/carbon/human/H = target
|
|
for(var/obj/machinery/capture_the_flag/CTF in GLOB.machines)
|
|
if(H in CTF.spawned_mobs)
|
|
. = TRUE
|
|
break
|
|
|
|
// RED TEAM GUNS
|
|
|
|
/obj/item/gun/ballistic/automatic/laser/ctf/red
|
|
mag_type = /obj/item/ammo_box/magazine/recharge/ctf/red
|
|
|
|
/obj/item/ammo_box/magazine/recharge/ctf/red
|
|
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf/red
|
|
|
|
/obj/item/ammo_casing/caseless/laser/ctf/red
|
|
projectile_type = /obj/projectile/beam/ctf/red
|
|
|
|
/obj/projectile/beam/ctf/red
|
|
icon_state = "laser"
|
|
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
|
|
|
|
// BLUE TEAM GUNS
|
|
|
|
/obj/item/gun/ballistic/automatic/laser/ctf/blue
|
|
mag_type = /obj/item/ammo_box/magazine/recharge/ctf/blue
|
|
|
|
/obj/item/ammo_box/magazine/recharge/ctf/blue
|
|
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf/blue
|
|
|
|
/obj/item/ammo_casing/caseless/laser/ctf/blue
|
|
projectile_type = /obj/projectile/beam/ctf/blue
|
|
|
|
/obj/projectile/beam/ctf/blue
|
|
icon_state = "bluelaser"
|
|
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
|
|
|
|
/datum/outfit/ctf
|
|
name = "CTF"
|
|
ears = /obj/item/radio/headset
|
|
uniform = /obj/item/clothing/under/syndicate
|
|
suit = /obj/item/clothing/suit/space/hardsuit/shielded/ctf
|
|
toggle_helmet = FALSE // see the whites of their eyes
|
|
shoes = /obj/item/clothing/shoes/combat
|
|
gloves = /obj/item/clothing/gloves/combat
|
|
id = /obj/item/card/id/away
|
|
belt = /obj/item/gun/ballistic/automatic/pistol/deagle/ctf
|
|
l_pocket = /obj/item/ammo_box/magazine/recharge/ctf
|
|
r_pocket = /obj/item/ammo_box/magazine/recharge/ctf
|
|
r_hand = /obj/item/gun/ballistic/automatic/laser/ctf
|
|
|
|
/datum/outfit/ctf/post_equip(mob/living/carbon/human/H, visualsOnly=FALSE)
|
|
if(visualsOnly)
|
|
return
|
|
var/list/no_drops = list()
|
|
var/obj/item/card/id/W = H.wear_id
|
|
no_drops += W
|
|
W.registered_name = H.real_name
|
|
W.update_label()
|
|
W.update_icon()
|
|
|
|
no_drops += H.get_item_by_slot(ITEM_SLOT_OCLOTHING)
|
|
no_drops += H.get_item_by_slot(ITEM_SLOT_GLOVES)
|
|
no_drops += H.get_item_by_slot(ITEM_SLOT_FEET)
|
|
no_drops += H.get_item_by_slot(ITEM_SLOT_ICLOTHING)
|
|
no_drops += H.get_item_by_slot(ITEM_SLOT_EARS)
|
|
for(var/i in no_drops)
|
|
var/obj/item/I = i
|
|
ADD_TRAIT(I, TRAIT_NODROP, CAPTURE_THE_FLAG_TRAIT)
|
|
|
|
/datum/outfit/ctf/instagib
|
|
r_hand = /obj/item/gun/energy/laser/instakill
|
|
shoes = /obj/item/clothing/shoes/jackboots/fast
|
|
|
|
/datum/outfit/ctf/red
|
|
suit = /obj/item/clothing/suit/space/hardsuit/shielded/ctf/red
|
|
r_hand = /obj/item/gun/ballistic/automatic/laser/ctf/red
|
|
l_pocket = /obj/item/ammo_box/magazine/recharge/ctf/red
|
|
r_pocket = /obj/item/ammo_box/magazine/recharge/ctf/red
|
|
id = /obj/item/card/id/advanced/black/syndicate_command //it's red
|
|
|
|
/datum/outfit/ctf/red/instagib
|
|
r_hand = /obj/item/gun/energy/laser/instakill/red
|
|
shoes = /obj/item/clothing/shoes/jackboots/fast
|
|
|
|
/datum/outfit/ctf/blue
|
|
suit = /obj/item/clothing/suit/space/hardsuit/shielded/ctf/blue
|
|
r_hand = /obj/item/gun/ballistic/automatic/laser/ctf/blue
|
|
l_pocket = /obj/item/ammo_box/magazine/recharge/ctf/blue
|
|
r_pocket = /obj/item/ammo_box/magazine/recharge/ctf/blue
|
|
id = /obj/item/card/id/advanced/centcom //it's blue
|
|
|
|
/datum/outfit/ctf/blue/instagib
|
|
r_hand = /obj/item/gun/energy/laser/instakill/blue
|
|
shoes = /obj/item/clothing/shoes/jackboots/fast
|
|
|
|
/datum/outfit/ctf/red/post_equip(mob/living/carbon/human/H)
|
|
..()
|
|
var/obj/item/radio/R = H.ears
|
|
R.set_frequency(FREQ_CTF_RED)
|
|
R.freqlock = TRUE
|
|
R.independent = TRUE
|
|
H.dna.species.stunmod = 0
|
|
|
|
/datum/outfit/ctf/blue/post_equip(mob/living/carbon/human/H)
|
|
..()
|
|
var/obj/item/radio/R = H.ears
|
|
R.set_frequency(FREQ_CTF_BLUE)
|
|
R.freqlock = TRUE
|
|
R.independent = TRUE
|
|
H.dna.species.stunmod = 0
|
|
|
|
|
|
|
|
/obj/structure/trap/ctf
|
|
name = "Spawn protection"
|
|
desc = "Stay outta the enemy spawn!"
|
|
icon_state = "trap"
|
|
resistance_flags = INDESTRUCTIBLE
|
|
var/team = WHITE_TEAM
|
|
time_between_triggers = 1
|
|
anchored = TRUE
|
|
alpha = 255
|
|
|
|
/obj/structure/trap/ctf/examine(mob/user)
|
|
return
|
|
|
|
/obj/structure/trap/ctf/trap_effect(mob/living/L)
|
|
if(!is_ctf_target(L))
|
|
return
|
|
if(!(src.team in L.faction))
|
|
to_chat(L, "<span class='danger'><B>Stay out of the enemy spawn!</B></span>")
|
|
L.death()
|
|
|
|
/obj/structure/trap/ctf/red
|
|
team = RED_TEAM
|
|
icon_state = "trap-fire"
|
|
|
|
/obj/structure/trap/ctf/blue
|
|
team = BLUE_TEAM
|
|
icon_state = "trap-frost"
|
|
|
|
/obj/structure/barricade/security/ctf
|
|
name = "barrier"
|
|
desc = "A barrier. Provides cover in fire fights."
|
|
deploy_time = 0
|
|
deploy_message = 0
|
|
|
|
/obj/structure/barricade/security/ctf/make_debris()
|
|
new /obj/effect/ctf/dead_barricade(get_turf(src))
|
|
|
|
/obj/structure/table/reinforced/ctf
|
|
resistance_flags = INDESTRUCTIBLE
|
|
flags_1 = NODECONSTRUCT_1
|
|
|
|
/obj/effect/ctf
|
|
density = FALSE
|
|
anchored = TRUE
|
|
invisibility = INVISIBILITY_OBSERVER
|
|
alpha = 100
|
|
resistance_flags = INDESTRUCTIBLE
|
|
|
|
/obj/effect/ctf/dead_barricade
|
|
name = "dead barrier"
|
|
desc = "It provided cover in fire fights. And now it's gone."
|
|
icon = 'icons/obj/objects.dmi'
|
|
icon_state = "barrier0"
|
|
var/game_id = "centcom"
|
|
|
|
/obj/effect/ctf/dead_barricade/Initialize(mapload)
|
|
. = ..()
|
|
for(var/obj/machinery/capture_the_flag/CTF in GLOB.machines)
|
|
if(CTF.game_id != game_id)
|
|
continue
|
|
CTF.dead_barricades += src
|
|
|
|
/obj/effect/ctf/dead_barricade/proc/respawn()
|
|
if(!QDELETED(src))
|
|
new /obj/structure/barricade/security/ctf(get_turf(src))
|
|
qdel(src)
|
|
|
|
//Control Point
|
|
|
|
/obj/machinery/control_point
|
|
name = "control point"
|
|
desc = "You should capture this."
|
|
icon = 'icons/obj/machines/dominator.dmi'
|
|
icon_state = "dominator"
|
|
resistance_flags = INDESTRUCTIBLE
|
|
var/obj/machinery/capture_the_flag/controlling
|
|
var/team = "none"
|
|
var/point_rate = 0.5
|
|
var/game_area = /area/ctf
|
|
|
|
/obj/machinery/control_point/process(delta_time)
|
|
if(controlling)
|
|
controlling.control_points += point_rate * delta_time
|
|
if(controlling.control_points >= controlling.control_points_to_win)
|
|
controlling.victory()
|
|
|
|
/obj/machinery/control_point/attackby(mob/user, params)
|
|
capture(user)
|
|
|
|
/obj/machinery/control_point/attack_hand(mob/user, list/modifiers)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
capture(user)
|
|
|
|
/obj/machinery/control_point/proc/capture(mob/user)
|
|
if(do_after(user, 30, target = src))
|
|
for(var/obj/machinery/capture_the_flag/CTF in GLOB.machines)
|
|
if(CTF.ctf_enabled && (user.ckey in CTF.team_members))
|
|
controlling = CTF
|
|
icon_state = "dominator-[CTF.team]"
|
|
for(var/mob/M in GLOB.player_list)
|
|
var/area/mob_area = get_area(M)
|
|
if(istype(mob_area, game_area))
|
|
to_chat(M, "<span class='userdanger'>[user.real_name] has captured \the [src], claiming it for [CTF.team]! Go take it back!</span>")
|
|
break
|
|
|
|
#undef WHITE_TEAM
|
|
#undef RED_TEAM
|
|
#undef BLUE_TEAM
|
|
#undef FLAG_RETURN_TIME
|
|
#undef INSTAGIB_RESPAWN
|
|
#undef DEFAULT_RESPAWN
|
|
#undef CTF_REQUIRED_PLAYERS
|