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Bubberstation/code/modules/events/operative.dm
2015-10-18 15:36:22 -07:00

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/datum/round_event_control/operative
name = "Lone Operative"
typepath = /datum/round_event/operative
weight = 0 //Admin only
max_occurrences = 1
/datum/round_event/operative
var/key_of_operative
/datum/round_event/operative/proc/get_operative(end_if_fail = 0)
key_of_operative = null
if(!key_of_operative)
var/list/candidates = get_candidates(BE_OPERATIVE, 3000, "operative")
if(!candidates.len)
if(end_if_fail)
return 0
return find_operative()
var/client/C = pick(candidates)
key_of_operative = C.key
if(!key_of_operative)
if(end_if_fail)
return 0
return find_operative()
var/datum/mind/player_mind = new /datum/mind(key_of_operative)
player_mind.active = 1
var/list/spawn_locs = list()
for(var/obj/effect/landmark/L in landmarks_list)
if(L.name in list("ninjaspawn","carpspawn"))
spawn_locs += L.loc
if(!spawn_locs.len)
return kill()
var/mob/living/carbon/human/operative = new(pick(spawn_locs))
var/datum/preferences/A = new
A.copy_to(operative)
operative.dna.update_dna_identity()
operative.equipOutfit(/datum/outfit/syndicate/full)
var/datum/mind/Mind = new /datum/mind(key_of_operative)
Mind.assigned_role = "Lone Operative"
Mind.special_role = "Lone Operative"
ticker.mode.traitors |= Mind
Mind.active = 1
var/obj/machinery/nuclearbomb/selfdestruct/nuke = locate() in machines
if(nuke)
var/nuke_code
if(!nuke.r_code || nuke.r_code == "ADMIN")
nuke_code = "[rand(10000, 99999)]"
nuke.r_code = nuke_code
else
nuke_code = nuke.r_code
Mind.store_memory("<B>Station Self-Destruct Device Code</B>: [nuke_code]", 0, 0)
Mind.current << "The nuclear authorization code is: <B>[nuke_code]</B>"
var/datum/objective/nuclear/O = new()
O.owner = Mind
Mind.objectives += O
Mind.transfer_to(operative)
message_admins("[key_of_operative] has been made into lone operative by an event.")
log_game("[key_of_operative] was spawned as a lone operative by an event.")
return 1
/datum/round_event/operative/start()
get_operative()
/datum/round_event/operative/proc/find_operative()
message_admins("Attempted to spawn a operative but there was no players available. Will try again momentarily.")
spawn(50)
if(get_operative(1))
message_admins("Situation has been resolved, [key_of_operative] has been spawned as a operative.")
log_game("[key_of_operative] was spawned as a operative by an event.")
return 0
message_admins("Unfortunately, no candidates were available for becoming a operative. Shutting down.")
return kill()