Files
Bubberstation/code/modules/awaymissions/capture_the_flag.dm
SkyratBot a05f7e863a [MIRROR] Fully implements the ID Card design document (#3729)
* 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>
2021-03-03 01:54:25 +00:00

739 lines
24 KiB
Plaintext

#define WHITE_TEAM "White"
#define RED_TEAM "Red"
#define BLUE_TEAM "Blue"
#define FLAG_RETURN_TIME 200 // 20 seconds
#define INSTAGIB_RESPAWN 50 //5 seconds
#define DEFAULT_RESPAWN 150 //15 seconds
#define CTF_REQUIRED_PLAYERS 4
/obj/item/ctf
name = "banner"
icon = 'icons/obj/banner.dmi'
icon_state = "banner"
inhand_icon_state = "banner"
lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
desc = "A banner with Nanotrasen's logo on it."
slowdown = 2
throw_speed = 0
throw_range = 1
force = 200
armour_penetration = 1000
resistance_flags = INDESTRUCTIBLE
anchored = TRUE
item_flags = SLOWS_WHILE_IN_HAND
var/team = WHITE_TEAM
var/reset_cooldown = 0
var/anyonecanpickup = TRUE
var/obj/effect/ctf/flag_reset/reset
var/reset_path = /obj/effect/ctf/flag_reset
/// Which area we announce updates on the flag to. Should just generally be the area of the arena.
var/game_area = /area/ctf
/obj/item/ctf/Destroy()
QDEL_NULL(reset)
return ..()
/obj/item/ctf/Initialize()
. = ..()
if(!reset)
reset = new reset_path(get_turf(src))
RegisterSignal(src, COMSIG_PARENT_PREQDELETED, .proc/reset_flag) //just in case CTF has some map hazards (read: chasms).
/obj/item/ctf/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, require_twohands = TRUE)
/obj/item/ctf/process()
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
return PROCESS_KILL
if(world.time > reset_cooldown)
reset_flag()
/obj/item/ctf/proc/reset_flag(capture = FALSE)
SIGNAL_HANDLER
forceMove(get_turf(src.reset))
for(var/mob/M in GLOB.player_list)
var/area/mob_area = get_area(M)
if(istype(mob_area, game_area))
if(!capture)
to_chat(M, "<span class='userdanger'>[src] has been returned to the base!</span>")
STOP_PROCESSING(SSobj, src)
return TRUE //so if called by a signal, it doesn't delete
//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
/obj/item/ctf/attack_hand(mob/living/user, list/modifiers)
//pre normal check item stuff, this is for our special flag checks
if(!is_ctf_target(user) && !anyonecanpickup)
to_chat(user, "<span class='warning'>Non-players shouldn't be moving the flag!</span>")
return
if(team in user.faction)
to_chat(user, "<span class='warning'>You can't move your own flag!</span>")
return
if(loc == user)
if(!user.dropItemToGround(src))
return
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'>\The [initial(src.name)] has been taken!</span>")
STOP_PROCESSING(SSobj, src)
anchored = FALSE //normal checks need this to be FALSE to pass
. = ..() //this is the actual normal item checks
if(.) //only apply these flag passives
anchored = TRUE
return
//passing means the user picked up the flag so we can now apply this
user.set_anchored(TRUE)
user.status_flags &= ~CANPUSH
/obj/item/ctf/dropped(mob/user)
..()
user.set_anchored(FALSE)
user.status_flags |= CANPUSH
reset_cooldown = world.time + 20 SECONDS
START_PROCESSING(SSobj, src)
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'>\The [initial(name)] has been dropped!</span>")
anchored = TRUE
/obj/item/ctf/red
name = "red flag"
icon_state = "banner-red"
inhand_icon_state = "banner-red"
desc = "A red banner used to play capture the flag."
team = RED_TEAM
reset_path = /obj/effect/ctf/flag_reset/red
/obj/item/ctf/blue
name = "blue flag"
icon_state = "banner-blue"
inhand_icon_state = "banner-blue"
desc = "A blue banner used to play capture the flag."
team = BLUE_TEAM
reset_path = /obj/effect/ctf/flag_reset/blue
/obj/effect/ctf/flag_reset
name = "banner landmark"
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "banner"
desc = "This is where a banner with Nanotrasen's logo on it would go."
layer = LOW_ITEM_LAYER
/obj/effect/ctf/flag_reset/red
name = "red flag landmark"
icon_state = "banner-red"
desc = "This is where a red banner used to play capture the flag \
would go."
/obj/effect/ctf/flag_reset/blue
name = "blue flag landmark"
icon_state = "banner-blue"
desc = "This is where a blue banner used to play capture the flag \
would go."
/proc/toggle_id_ctf(user, activated_id, automated = FALSE)
var/ctf_enabled = FALSE
var/area/A
for(var/obj/machinery/capture_the_flag/CTF in GLOB.machines)
if(activated_id != CTF.game_id)
continue
ctf_enabled = CTF.toggle_ctf()
A = get_area(CTF)
for(var/obj/machinery/power/emitter/E in A)
E.active = ctf_enabled
if(user)
message_admins("[key_name_admin(user)] has [ctf_enabled ? "enabled" : "disabled"] CTF!")
else if(automated)
message_admins("CTF has finished a round and automatically restarted.")
notify_ghosts("CTF has automatically restarted after a round finished in [A]!",'sound/effects/ghost2.ogg')
else
message_admins("The players have spoken! Voting has enabled CTF!")
if(!automated)
notify_ghosts("CTF has been [ctf_enabled? "enabled" : "disabled"] in [A]!",'sound/effects/ghost2.ogg')
/obj/machinery/capture_the_flag
name = "CTF Controller"
desc = "Used for running friendly games of capture the flag."
icon = 'icons/obj/device.dmi'
icon_state = "syndbeacon"
resistance_flags = INDESTRUCTIBLE
var/game_id = "centcom"
var/victory_rejoin_text = "<span class='userdanger'>Teams have been cleared. Click on the machines to vote to begin another round.</span>"
var/team = WHITE_TEAM
var/team_span = ""
//Capture the Flag scoring
var/points = 0
var/points_to_win = 3
var/respawn_cooldown = DEFAULT_RESPAWN
//Capture Point/King of the Hill scoring
var/control_points = 0
var/control_points_to_win = 180
var/list/team_members = list()
///assoc list: mob = outfit datum (class)
var/list/spawned_mobs = list()
var/list/recently_dead_ckeys = list()
var/ctf_enabled = FALSE
///assoc list for classes. If there's only one, it'll just equip. Otherwise, it lets you pick which outfit!
var/list/ctf_gear = list("white" = /datum/outfit/ctf)
var/instagib_gear = /datum/outfit/ctf/instagib
var/ammo_type = /obj/effect/powerup/ammo/ctf
// Fast paced gameplay, no real time for burn infections.
var/player_traits = list(TRAIT_NEVER_WOUNDED)
var/list/dead_barricades = list()
var/static/arena_reset = FALSE
var/static/list/people_who_want_to_play = list()
var/game_area = /area/ctf
/obj/machinery/capture_the_flag/Initialize()
. = ..()
AddElement(/datum/element/point_of_interest)
/obj/machinery/capture_the_flag/process(delta_time)
for(var/i in spawned_mobs)
if(!i)
spawned_mobs -= i
continue
// Anyone in crit, automatically reap
var/mob/living/living_participant = i
if(HAS_TRAIT(living_participant, TRAIT_CRITICAL_CONDITION) || living_participant.stat == DEAD)
ctf_dust_old(living_participant)
else
// The changes that you've been hit with no shield but not
// instantly critted are low, but have some healing.
living_participant.adjustBruteLoss(-2.5 * delta_time)
living_participant.adjustFireLoss(-2.5 * delta_time)
/obj/machinery/capture_the_flag/red
name = "Red CTF Controller"
icon_state = "syndbeacon"
team = RED_TEAM
team_span = "redteamradio"
ctf_gear = list("red" = /datum/outfit/ctf/red)
instagib_gear = /datum/outfit/ctf/red/instagib
/obj/machinery/capture_the_flag/blue
name = "Blue CTF Controller"
icon_state = "bluebeacon"
team = BLUE_TEAM
team_span = "blueteamradio"
ctf_gear = list("blue" = /datum/outfit/ctf/blue)
instagib_gear = /datum/outfit/ctf/blue/instagib
//ATTACK GHOST IGNORING PARENT RETURN VALUE
/obj/machinery/capture_the_flag/attack_ghost(mob/user)
if(ctf_enabled == FALSE)
if(user.client && user.client.holder)
var/response = alert("Enable this CTF game?", "CTF", "Yes", "No")
if(response == "Yes")
toggle_id_ctf(user, game_id)
return
if(!(GLOB.ghost_role_flags & GHOSTROLE_MINIGAME))
to_chat(user, "<span class='warning'>CTF has been temporarily disabled by admins.</span>")
return
for(var/obj/machinery/capture_the_flag/CTF in GLOB.machines)
if(CTF.game_id != game_id && CTF.ctf_enabled)
to_chat(user, "<span class='warning'>There is already an ongoing game in the [get_area(CTF)]!</span>")
return
people_who_want_to_play |= user.ckey
var/num = people_who_want_to_play.len
var/remaining = CTF_REQUIRED_PLAYERS - num
if(remaining <= 0)
people_who_want_to_play.Cut()
toggle_id_ctf(null, game_id)
else
to_chat(user, "<span class='notice'>CTF has been requested. [num]/[CTF_REQUIRED_PLAYERS] have readied up.</span>")
return
if(!SSticker.HasRoundStarted())
return
if(user.ckey in team_members)
if(user.ckey in recently_dead_ckeys)
to_chat(user, "<span class='warning'>It must be more than [DisplayTimeText(respawn_cooldown)] from your last death to respawn!</span>")
return
var/client/new_team_member = user.client
if(user.mind && user.mind.current)
ctf_dust_old(user.mind.current)
spawn_team_member(new_team_member)
return
for(var/obj/machinery/capture_the_flag/CTF in GLOB.machines)
if(CTF.game_id != game_id || CTF == src || CTF.ctf_enabled == FALSE)
continue
if(user.ckey in CTF.team_members)
to_chat(user, "<span class='warning'>No switching teams while the round is going!</span>")
return
if(CTF.team_members.len < src.team_members.len)
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>")
return
var/client/new_team_member = user.client
if(user.mind && user.mind.current)
ctf_dust_old(user.mind.current)
spawn_team_member(new_team_member)
//does not add to recently dead, because it dusts and that triggers ctf_qdelled_player
/obj/machinery/capture_the_flag/proc/ctf_dust_old(mob/living/body)
if(isliving(body) && (team in body.faction))
var/turf/T = get_turf(body)
if(ammo_type)
new ammo_type(T)
body.dust()
/obj/machinery/capture_the_flag/proc/ctf_qdelled_player(mob/living/body)
SIGNAL_HANDLER
recently_dead_ckeys += body.ckey
spawned_mobs -= body
addtimer(CALLBACK(src, .proc/clear_cooldown, body.ckey), respawn_cooldown, TIMER_UNIQUE)
/obj/machinery/capture_the_flag/proc/clear_cooldown(ckey)
recently_dead_ckeys -= ckey
/obj/machinery/capture_the_flag/proc/spawn_team_member(client/new_team_member)
var/datum/outfit/chosen_class
if(ctf_gear.len == 1) //no choices to make
for(var/key in ctf_gear)
chosen_class = ctf_gear[key]
else if(ctf_gear.len > 3) //a lot of choices, so much that we can't use a basic alert
var/result = input(new_team_member, "Select a class.", "CTF") as null|anything in sortList(ctf_gear)
if(!result || !(GLOB.ghost_role_flags & GHOSTROLE_MINIGAME) || (new_team_member.ckey in recently_dead_ckeys) || !isobserver(new_team_member.mob))
return //picked nothing, admin disabled it, cheating to respawn faster, cheating to respawn... while in game?
chosen_class = ctf_gear[result]
else //2-3 choices
var/list/names_only = assoc_list_strip_value(ctf_gear)
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
var/result = alert(new_team_member, "Select a class.", "CTF", names_only[1], names_only[2], names_only[3])
if(!result || !(GLOB.ghost_role_flags & GHOSTROLE_MINIGAME) || (new_team_member.ckey in recently_dead_ckeys) || !isobserver(new_team_member.mob))
return //picked nothing, admin disabled it, cheating to respawn faster, cheating to respawn... while in game?
chosen_class = ctf_gear[result]
var/mob/living/carbon/human/M = new /mob/living/carbon/human(get_turf(src))
new_team_member.prefs.copy_to(M)
M.set_species(/datum/species/synth)
M.key = new_team_member.key
M.faction += team
M.equipOutfit(chosen_class)
RegisterSignal(M, COMSIG_PARENT_QDELETING, .proc/ctf_qdelled_player) //just in case CTF has some map hazards (read: chasms). bit shorter than dust
for(var/trait in player_traits)
ADD_TRAIT(M, trait, CAPTURE_THE_FLAG_TRAIT)
spawned_mobs[M] = chosen_class
team_members |= new_team_member.ckey
return M //used in medisim.dm
/obj/machinery/capture_the_flag/Topic(href, href_list)
if(href_list["join"])
var/mob/dead/observer/ghost = usr
if(istype(ghost))
attack_ghost(ghost)
/obj/machinery/capture_the_flag/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/ctf))
var/obj/item/ctf/flag = I
if(flag.team != src.team)
points++
flag.reset_flag(capture = TRUE)
for(var/mob/ctf_player in GLOB.player_list)
var/area/mob_area = get_area(ctf_player)
if(istype(mob_area, game_area))
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>")
if(points >= points_to_win)
victory()
/obj/machinery/capture_the_flag/proc/victory()
for(var/mob/_competitor in GLOB.mob_living_list)
var/mob/living/competitor = _competitor
var/area/mob_area = get_area(competitor)
if(istype(mob_area, game_area))
to_chat(competitor, "<span class='narsie [team_span]'>[team] team wins!</span>")
to_chat(competitor, victory_rejoin_text)
for(var/obj/item/ctf/W in competitor)
competitor.dropItemToGround(W)
competitor.dust()
for(var/obj/machinery/control_point/control in GLOB.machines)
control.icon_state = "dominator"
control.controlling = null
for(var/obj/machinery/capture_the_flag/CTF in GLOB.machines)
if(CTF.game_id != game_id)
continue
if(CTF.ctf_enabled == TRUE)
CTF.points = 0
CTF.control_points = 0
CTF.ctf_enabled = FALSE
CTF.team_members = list()
CTF.arena_reset = FALSE
/obj/machinery/capture_the_flag/proc/toggle_ctf()
if(!ctf_enabled)
start_ctf()
. = TRUE
else
stop_ctf()
. = FALSE
/obj/machinery/capture_the_flag/proc/start_ctf()
ctf_enabled = TRUE
for(var/d in dead_barricades)
var/obj/effect/ctf/dead_barricade/D = d
D.respawn()
dead_barricades.Cut()
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")
if(!arena_reset)
reset_the_arena()
arena_reset = TRUE
/obj/machinery/capture_the_flag/proc/reset_the_arena()
var/area/A = get_area(src)
var/list/ctf_object_typecache = typecacheof(list(
/obj/machinery,
/obj/effect/ctf,
/obj/item/ctf
))
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