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Conflicts: code/__DEFINES/hud.dm code/__HELPERS/game.dm code/_onclick/hud/_defines.dm code/_onclick/hud/hud.dm code/game/gamemodes/antag_spawner.dm code/game/gamemodes/game_mode.dm code/game/machinery/turrets.dm code/modules/client/preferences_toggles.dm code/modules/events/alien_infestation.dm code/modules/mob/dead/observer/observer.dm code/modules/mob/living/carbon/alien/special/alien_embryo.dm code/modules/mob/living/simple_animal/revenant/revenant.dm icons/mob/back.dmi icons/mob/head.dmi icons/mob/hud.dmi icons/mob/inhands/items_lefthand.dmi icons/mob/inhands/items_righthand.dmi icons/mob/mob.dmi icons/mob/suit.dmi icons/obj/clothing/hats.dmi icons/obj/items.dmi icons/obj/projectiles.dmi icons/obj/storage.dmi
80 lines
2.5 KiB
Plaintext
80 lines
2.5 KiB
Plaintext
/datum/round_event_control/operative
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name = "Lone Operative"
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typepath = /datum/round_event/operative
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weight = 0 //Admin only
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max_occurrences = 1
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/datum/round_event/operative
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var/key_of_operative
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/datum/round_event/operative/proc/get_operative(end_if_fail = 0)
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key_of_operative = null
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if(!key_of_operative)
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var/list/candidates = get_candidates(ROLE_OPERATIVE, 3000, "operative")
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if(!candidates.len)
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if(end_if_fail)
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return 0
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return find_operative()
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var/client/C = pick(candidates)
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key_of_operative = C.key
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if(!key_of_operative)
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if(end_if_fail)
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return 0
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return find_operative()
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var/datum/mind/player_mind = new /datum/mind(key_of_operative)
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player_mind.active = 1
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var/list/spawn_locs = list()
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for(var/obj/effect/landmark/L in landmarks_list)
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if(L.name in list("ninjaspawn","carpspawn"))
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spawn_locs += L.loc
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if(!spawn_locs.len)
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return kill()
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var/mob/living/carbon/human/operative = new(pick(spawn_locs))
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var/datum/preferences/A = new
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A.copy_to(operative)
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operative.dna.update_dna_identity()
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operative.equipOutfit(/datum/outfit/syndicate/full)
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var/datum/mind/Mind = new /datum/mind(key_of_operative)
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Mind.assigned_role = "Lone Operative"
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Mind.special_role = "Lone Operative"
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ticker.mode.traitors |= Mind
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Mind.active = 1
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var/obj/machinery/nuclearbomb/selfdestruct/nuke = locate() in machines
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if(nuke)
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var/nuke_code
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if(!nuke.r_code || nuke.r_code == "ADMIN")
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nuke_code = "[rand(10000, 99999)]"
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nuke.r_code = nuke_code
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else
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nuke_code = nuke.r_code
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Mind.store_memory("<B>Station Self-Destruct Device Code</B>: [nuke_code]", 0, 0)
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Mind.current << "The nuclear authorization code is: <B>[nuke_code]</B>"
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var/datum/objective/nuclear/O = new()
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O.owner = Mind
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Mind.objectives += O
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Mind.transfer_to(operative)
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message_admins("[key_of_operative] has been made into lone operative by an event.")
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log_game("[key_of_operative] was spawned as a lone operative by an event.")
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return 1
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/datum/round_event/operative/start()
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get_operative()
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/datum/round_event/operative/proc/find_operative()
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message_admins("Attempted to spawn a operative but there was no players available. Will try again momentarily.")
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spawn(50)
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if(get_operative(1))
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message_admins("Situation has been resolved, [key_of_operative] has been spawned as a operative.")
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log_game("[key_of_operative] was spawned as a operative by an event.")
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return 0
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message_admins("Unfortunately, no candidates were available for becoming a operative. Shutting down.")
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return kill() |